ppsspp/GPU/Math3D.cpp
xebra d0682d7829 [spline/bezier]Move SIMD optimization of vector operations to Math3D.h.
Needs rebuild to avoid a dialog confirmation on Visual Studio.
2018-10-07 23:53:43 +09:00

272 lines
5.6 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "Math3D.h"
namespace Math3D {
template<>
float Vec2<float>::Length() const
{
#if defined(_M_SSE)
float ret;
__m128 xy = _mm_loadu_ps(&x);
__m128 sq = _mm_mul_ps(xy, xy);
const __m128 r2 = _mm_shuffle_ps(sq, sq, _MM_SHUFFLE(0, 0, 0, 1));
const __m128 res = _mm_add_ss(sq, r2);
_mm_store_ss(&ret, _mm_sqrt_ss(res));
return ret;
#else
return sqrtf(Length2());
#endif
}
template<>
void Vec2<float>::SetLength(const float l)
{
(*this) *= l / Length();
}
template<>
Vec2<float> Vec2<float>::WithLength(const float l) const
{
return (*this) * l / Length();
}
template<>
float Vec2<float>::Distance2To(Vec2<float> &other)
{
return Vec2<float>(other-(*this)).Length2();
}
template<>
Vec2<float> Vec2<float>::Normalized() const
{
return (*this) / Length();
}
template<>
float Vec2<float>::Normalize()
{
float len = Length();
(*this) = (*this)/len;
return len;
}
template<>
float Vec3<float>::Length() const
{
#if defined(_M_SSE)
float ret;
__m128 xyz = _mm_loadu_ps(&x);
__m128 sq = _mm_mul_ps(xyz, xyz);
const __m128 r2 = _mm_shuffle_ps(sq, sq, _MM_SHUFFLE(0, 0, 0, 1));
const __m128 r3 = _mm_shuffle_ps(sq, sq, _MM_SHUFFLE(0, 0, 0, 2));
const __m128 res = _mm_add_ss(sq, _mm_add_ss(r2, r3));
_mm_store_ss(&ret, _mm_sqrt_ss(res));
return ret;
#else
return sqrtf(Length2());
#endif
}
template<>
void Vec3<float>::SetLength(const float l)
{
(*this) *= l / Length();
}
template<>
Vec3<float> Vec3<float>::WithLength(const float l) const
{
return (*this) * l / Length();
}
template<>
float Vec3<float>::Distance2To(Vec3<float> &other)
{
return Vec3<float>(other-(*this)).Length2();
}
#if defined(_M_SSE)
__m128 SSENormalizeMultiplierSSE2(__m128 v)
{
const __m128 sq = _mm_mul_ps(v, v);
const __m128 r2 = _mm_shuffle_ps(sq, sq, _MM_SHUFFLE(0, 0, 0, 1));
const __m128 r3 = _mm_shuffle_ps(sq, sq, _MM_SHUFFLE(0, 0, 0, 2));
const __m128 res = _mm_add_ss(r3, _mm_add_ss(r2, sq));
const __m128 rt = _mm_rsqrt_ss(res);
return _mm_shuffle_ps(rt, rt, _MM_SHUFFLE(0, 0, 0, 0));
}
#if _M_SSE >= 0x401
__m128 SSENormalizeMultiplierSSE4(__m128 v)
{
return _mm_rsqrt_ps(_mm_dp_ps(v, v, 0xFF));
}
__m128 SSENormalizeMultiplier(bool useSSE4, __m128 v)
{
if (useSSE4)
return SSENormalizeMultiplierSSE4(v);
return SSENormalizeMultiplierSSE2(v);
}
#else
__m128 SSENormalizeMultiplier(bool useSSE4, __m128 v)
{
return SSENormalizeMultiplierSSE2(v);
}
#endif
template<>
Vec3<float> Vec3<float>::Normalized(bool useSSE4) const
{
const __m128 normalize = SSENormalizeMultiplier(useSSE4, vec);
return _mm_mul_ps(normalize, vec);
}
#else
template<>
Vec3<float> Vec3<float>::Normalized(bool useSSE4) const
{
return (*this) / Length();
}
#endif
template<>
float Vec3<float>::Normalize()
{
float len = Length();
(*this) = (*this)/len;
return len;
}
template<>
Vec3Packed<float> Vec3Packed<float>::FromRGB(unsigned int rgb)
{
return Vec3Packed((rgb & 0xFF) * (1.0f/255.0f),
((rgb >> 8) & 0xFF) * (1.0f/255.0f),
((rgb >> 16) & 0xFF) * (1.0f/255.0f));
}
template<>
Vec3Packed<int> Vec3Packed<int>::FromRGB(unsigned int rgb)
{
return Vec3Packed(rgb & 0xFF, (rgb >> 8) & 0xFF, (rgb >> 16) & 0xFF);
}
template<>
unsigned int Vec3Packed<float>::ToRGB() const
{
return ((unsigned int)(r()*255.f)) +
((unsigned int)(g()*255.f*256.f)) +
((unsigned int)(b()*255.f*256.f*256.f));
}
template<>
unsigned int Vec3Packed<int>::ToRGB() const
{
return (r()&0xFF) | ((g()&0xFF)<<8) | ((b()&0xFF)<<16);
}
template<>
float Vec3Packed<float>::Length() const
{
return sqrtf(Length2());
}
template<>
void Vec3Packed<float>::SetLength(const float l)
{
(*this) *= l / Length();
}
template<>
Vec3Packed<float> Vec3Packed<float>::WithLength(const float l) const
{
return (*this) * l / Length();
}
template<>
float Vec3Packed<float>::Distance2To(Vec3Packed<float> &other)
{
return Vec3Packed<float>(other-(*this)).Length2();
}
template<>
Vec3Packed<float> Vec3Packed<float>::Normalized() const
{
return (*this) / Length();
}
template<>
float Vec3Packed<float>::Normalize()
{
float len = Length();
(*this) = (*this)/len;
return len;
}
template<>
float Vec4<float>::Length() const
{
#if defined(_M_SSE)
float ret;
__m128 xyzw = _mm_loadu_ps(&x);
__m128 sq = _mm_mul_ps(xyzw, xyzw);
const __m128 r2 = _mm_add_ps(sq, _mm_movehl_ps(sq, sq));
const __m128 res = _mm_add_ss(r2, _mm_shuffle_ps(r2, r2, _MM_SHUFFLE(0, 0, 0, 1)));
_mm_store_ss(&ret, _mm_sqrt_ss(res));
return ret;
#else
return sqrtf(Length2());
#endif
}
template<>
void Vec4<float>::SetLength(const float l)
{
(*this) *= l / Length();
}
template<>
Vec4<float> Vec4<float>::WithLength(const float l) const
{
return (*this) * l / Length();
}
template<>
float Vec4<float>::Distance2To(Vec4<float> &other)
{
return Vec4<float>(other-(*this)).Length2();
}
template<>
Vec4<float> Vec4<float>::Normalized() const
{
return (*this) / Length();
}
template<>
float Vec4<float>::Normalize()
{
float len = Length();
(*this) = (*this)/len;
return len;
}
}; // namespace Math3D