/* QF/simd/vec4f.h Vector functions for vec4f_t (ie, float precision) Copyright (C) 2020 Bill Currie 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; either version 2 of the License, or (at your option) any later version. 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 for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifndef __QF_simd_vec4f_h #define __QF_simd_vec4f_h #include #include "QF/simd/types.h" /** 3D vector cross product. * * The w (4th) component can be any value on input, and is guaranteed to be 0 * in the result. The result is not affected in any way by either vector's w * componemnt */ vec4f_t crossf (vec4f_t a, vec4f_t b) __attribute__((const)); vec4f_t crossf (vec4f_t a, vec4f_t b) { static const vec4i_t A = {1, 2, 0, 3}; vec4f_t c = a * __builtin_shuffle (b, A) - __builtin_shuffle (a, A) * b; return __builtin_shuffle(c, A); } /** 4D vector dot product. * * The w component *IS* significant, but if it is 0 in either vector, then * the result will be as for a 3D dot product. * * Note that the dot product is in all 4 of the return value's elements. This * helps optimize vector math as the scalar is already pre-spread. If just the * scalar is required, use result[0]. */ vec4f_t dotf (vec4f_t a, vec4f_t b) __attribute__((const)); vec4f_t dotf (vec4f_t a, vec4f_t b) { vec4f_t c = a * b; c = _mm_hadd_ps (c, c); c = _mm_hadd_ps (c, c); return c; } /** Quaternion product. * * The vector is interpreted as a quaternion instead of a regular 4D vector. * The quaternion may be of any magnitude, so this is more generally useful. * than if the quaternion was required to be unit length. */ vec4f_t qmulf (vec4f_t a, vec4f_t b) __attribute__((const)); vec4f_t qmulf (vec4f_t a, vec4f_t b) { // results in [2*as*bs, as*b + bs*a + a x b] ([scalar, vector] notation) // doesn't seem to adversly affect precision vec4f_t c = crossf (a, b) + a * b[3] + a[3] * b; vec4f_t d = dotf (a, b); // zero out the vector component of dot product so only the scalar remains d = _mm_insert_ps (d, d, 0xf7); return c - d; } /** Optimized quaterion-vector multiplication for vector rotation. * * If the vector's w component is not zero, then the result's w component * is the cosine of the full rotation angle scaled by the vector's w component. * The quaternion is assumed to be unit. */ vec4f_t qvmulf (vec4f_t q, vec4f_t v) __attribute__((const)); vec4f_t qvmulf (vec4f_t q, vec4f_t v) { float s = q[3]; // zero the scalar of the quaternion. Results in an extra operation, but // avoids adding precision issues. q = _mm_insert_ps (q, q, 0xf8); vec4f_t c = crossf (q, v); // q.w is 0 so v.w is irrelevant vec4f_t qv = dotf (q, v); vec4f_t qq = dotf (q, q); return (s * s - qq) * v + 2 * (qv * q + s * c); } /** Create the quaternion representing the shortest rotation from a to b. * * Both a and b are assumed to be 3D vectors (w components 0), but a resonable * (but incorrect) result will still be produced if either a or b is a 4D * vector. The rotation axis will be the same as if both vectors were 3D, but * the magnitude of the rotation will be different. */ vec4f_t qrotf (vec4f_t a, vec4f_t b) __attribute__((const)); vec4f_t qrotf (vec4f_t a, vec4f_t b) { vec4f_t ma = _mm_sqrt_ps (dotf (a, a)); vec4f_t mb = _mm_sqrt_ps (dotf (b, b)); vec4f_t den = 2 * ma * mb; vec4f_t t = mb * a + ma * b; vec4f_t mba_mab = _mm_sqrt_ps (dotf (t, t)); vec4f_t q = crossf (a, b) / mba_mab; q[3] = (mba_mab / den)[0]; return q; } vec4f_t loadvec3f (const float v3[3]) __attribute__((pure, access(read_only, 1))); vec4f_t loadvec3f (const float v3[3]) { vec4f_t v4; // this had to be in asm otherwise gcc thinks v4 is only partially // initialized, and gcc 10 does not use the zero flags when generating // the code, resulting in a memory access to load a 0 into v4[3] // // The first instruction zeros v4[3] while loading v4[0] asm ("\n\ vinsertps $0x08, %1, %0, %0 \n\ vinsertps $0x10, %2, %0, %0 \n\ vinsertps $0x20, %3, %0, %0 \n\ " : "=v"(v4) : "m"(v3[0]), "m"(v3[1]), "m"(v3[2])); return v4; } void storevec3f (float v3[3], vec4f_t v4) __attribute__((access (write_only, 1))); void storevec3f (float v3[3], vec4f_t v4) { v3[0] = v4[0]; v3[1] = v4[1]; v3[2] = v4[2]; } #endif//__QF_simd_vec4f_h