Added SSE Optimization HMM_Rsqrtf, and HMM_Sqrtf. Removed all direct calls to the CRT, and updated README.md

This commit is contained in:
StrangeZak
2016-07-30 15:18:45 -07:00
parent 08dd60ce55
commit cd4f29a703
2 changed files with 123 additions and 39 deletions

View File

@@ -32,6 +32,23 @@
All other files should just #include "HandmadeMath.h" without the #define.
==========================================================================
To disable SSE intrinsics, for You MUST
#define HANDMADE_MATH_NO_SSE
in EXACTLY one C or C++ file that includes this header, BEFORE the
include, like this:
#define HANDMADE_MATH_IMPLEMENTATION
#define HANDMADE_MATH_CPP_MODE
#define HANDMADE_MATH_NO_SSE
#include "HandmadeMath.h"
or
#define HANDMADE_MATH_IMPLEMENTATION
#define HANDMADE_MATH_NO_SSE
Version History:
0.2 (*) Updated documentation
(*) Better C compliance
@@ -41,7 +58,16 @@
(*) Prefixed Macros
0.2b
(*) Disabled warning 4201 on MSVC as it is legal is C11
(*) Removed the f at the end of HMM_PI to get 64bit percision
(*) Removed the f at the end of HMM_PI to get 64bit precision
0.3
() Removed CRT
0.4
(*) SSE Optimized HMM_SqrtF
(*) SSE Optimized HMM_RSqrtF
() SSE Optimized HMM_SinF
() SSE Optimized HMM_CosF
() SSe Optimized HMM_TanF
LICENSE
@@ -57,6 +83,7 @@
Matt Mascarenhas (@miblo_)
Aleph
FieryDrake (@fierydrake)
Gingerbill (@TheGingerBill)
Fixes:
Jeroen van Rijn (@J_vanRijn)
@@ -64,6 +91,8 @@
Insofaras (@insofaras)
*/
#include <xmmintrin.h>
#ifndef HANDMADE_MATH_H
#define HANDMADE_MATH_H
@@ -71,8 +100,6 @@
#pragma warning(disable:4201)
#endif
#include <math.h> // TODO(zak): Remove this later on
#ifdef __cplusplus
extern "C"
{
@@ -226,6 +253,11 @@ typedef hmm_vec3 hmm_v3;
typedef hmm_vec4 hmm_v4;
typedef hmm_mat4 hmm_m4;
HMMDEF float HMM_SinF(float Angle);
HMMDEF float HMM_TanF(float Angle);
HMMDEF float HMM_CosF(float Angle);
HMMDEF float HMM_SqrtF(float Angle);
HMMDEF float HMM_ToRadians(float Degrees);
HMMDEF float HMM_Inner(hmm_vec3 A, hmm_vec3 B);
HMMDEF float HMM_SquareRoot(float Float);
@@ -327,6 +359,65 @@ HMMDEF hmm_vec4 operator/(hmm_vec4 Left, hmm_vec4 Right);
#ifdef HANDMADE_MATH_IMPLEMENTATION
#include <math.h>
// TODO(zak): Replace these functions use of the C STD
HINLINE float
HMM_SinF(float Angle)
{
float Result = 0;
Result = sinf(Angle);
return(0);
}
HINLINE float
HMM_CosF(float Angle)
{
float Result = 0;
Result = cosf(Angle);
return(Result);
}
HINLINE float
HMM_TanF(float Radians)
{
float Result = 0;
Result = cosf(Radians);
return(0);
}
HINLINE float
HMM_SqrtF(float Value)
{
float Result = 0;
#ifdef HANDMADE_MATH_NO_SSE
Result = sqrtf(Value);
#else
__m128 In = _mm_load_ss(&Value);
__m128 Out = _mm_sqrt_ss(In);
_mm_store_ss(&Result, Out);
#endif
return(Result);
}
HINLINE float
HMM_RSqrtF(float Value)
{
float Result = 0;
#ifdef HANDMADE_MATH_NO_SSE
Result = 1.0f/HMM_SqrtF(Value);
#else
__m128 In = _mm_load_ss(&Value);
__m128 Out = _mm_rsqrt_ss(In);
_mm_store_ss(&Result, Out);
#endif
return(Result);
}
HINLINE float
HMM_ToRadians(float Degrees)
{
@@ -343,14 +434,6 @@ HMM_Inner(hmm_vec3 A, hmm_vec3 B)
return (Result);
}
HINLINE float
HMM_SquareRoot(float Float)
{
float Result = sqrtf(Float);
return(Result);
}
HINLINE float
HMM_LengthSquareRoot(hmm_vec3 A)
{
@@ -359,29 +442,10 @@ HMM_LengthSquareRoot(hmm_vec3 A)
return (Result);
}
// Refer to https://en.wikipedia.org/wiki/Fast_inverse_square_root
HINLINE float
HMM_FastInverseSquareRoot(float Number)
{
long i;
float x2, y;
const float threehalfs = 1.5f;
x2 = Number * 0.5f;
y = Number;
i = * ( long * ) &y; // evil floating point bit level hacking
i = 0x5f3759df - ( i >> 1 ); // what the fuck?
y = * ( float * ) &i;
y = y * ( threehalfs - ( x2 * y * y ) );
return ( y );
}
HINLINE float
HMM_Length(hmm_vec3 A)
{
float Result = HMM_SquareRoot(HMM_LengthSquareRoot(A));
float Result = HMM_SqrtF(HMM_LengthSquareRoot(A));
return (Result);
}
@@ -433,6 +497,7 @@ HMM_Clamp(float Min, float Value, float Max)
return (Result);
}
HINLINE hmm_vec3
HMM_Normalize(hmm_vec3 A)
{
@@ -780,7 +845,7 @@ HMM_Perspective(float FOV, float AspectRatio, float Near, float Far)
{
hmm_mat4 Result = HMM_Mat4d(1.0f);
float TanThetaOver2 = tanf(FOV * (HMM_PI32 / 360.0f));
float TanThetaOver2 = HMM_TanF(FOV * (HMM_PI32 / 360.0f));
Result.Elements[0][0] = 1.0f / TanThetaOver2;
Result.Elements[1][1] = AspectRatio / TanThetaOver2;
@@ -811,8 +876,8 @@ HMM_Rotate(float Angle, hmm_vec3 Axis)
Axis = HMM_Normalize(Axis);
float SinTheta = sinf(HMM_ToRadians(Angle));
float CosTheta = cosf(HMM_ToRadians(Angle));
float SinTheta = HMM_SinF(HMM_ToRadians(Angle));
float CosTheta = HMM_CosF(HMM_ToRadians(Angle));
float CosValue = 1.0f - CosTheta;
Result.Elements[0][0] = (Axis.X * Axis.X * CosValue) + CosTheta;

View File

@@ -1,8 +1,27 @@
HandmadeMath
============
# Handmade-Math
------
Single-file public domain game math library for C/C++
Author: Zakary Strange
Email: Zak@StrangeDev.net
Version | Changes |
----------------|----------------|
**0.4 (ID)** | SSE Optimizations for, HMM_SqrtF, HMM_RSqrtF, HMM_SinF, HMM_CosF, HMM_TanF |
**0.3 (ID)** | Removed use of CRT |
**0.2b** | Disabled warning C4201 on MSVC, Added 64bit percision on HMM_PI |
**0.2a** | Prefixed Macros |
**0.2** | Updated Documentation, Fixed C Compliance, Prefixed all functions, and added better operator overloading |
**0.1** | Initial Version |
This software/library comes with no waranty. Use it for whatever you want!
_ID: In Development_
## FAQ
**What's the license?**
These libraries are in the public domain. You can do whatever you want with them.
**Where can i contact you to ask quesitons ?**
You can email me at: Zak@Handmade.Network