mirror of
https://git.code.sf.net/p/quake/quakeforge
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3125009a7c
Although there's no distinction between the two at the C level, I think it's probably best to separate them in a scripting language.
189 lines
5.3 KiB
C
189 lines
5.3 KiB
C
/*
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QF/simd/vec4f.h
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Vector functions for vec4f_t (ie, float precision)
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Copyright (C) 2020 Bill Currie <bill@taniwha.org>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef __QF_simd_vec4f_h
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#define __QF_simd_vec4f_h
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#include <immintrin.h>
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#include "QF/simd/types.h"
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/** 3D vector cross product.
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*
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* The w (4th) component can be any value on input, and is guaranteed to be 0
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* in the result. The result is not affected in any way by either vector's w
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* componemnt
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*/
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vec4f_t crossf (vec4f_t a, vec4f_t b) __attribute__((const));
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vec4f_t
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crossf (vec4f_t a, vec4f_t b)
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{
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static const vec4i_t A = {1, 2, 0, 3};
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vec4f_t c = a * __builtin_shuffle (b, A) - __builtin_shuffle (a, A) * b;
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return __builtin_shuffle(c, A);
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}
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/** 4D vector dot product.
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*
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* The w component *IS* significant, but if it is 0 in either vector, then
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* the result will be as for a 3D dot product.
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*
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* Note that the dot product is in all 4 of the return value's elements. This
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* helps optimize vector math as the scalar is already pre-spread. If just the
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* scalar is required, use result[0].
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*/
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vec4f_t dotf (vec4f_t a, vec4f_t b) __attribute__((const));
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vec4f_t
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dotf (vec4f_t a, vec4f_t b)
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{
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vec4f_t c = a * b;
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c = _mm_hadd_ps (c, c);
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c = _mm_hadd_ps (c, c);
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return c;
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}
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/** Quaternion product.
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*
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* The vector is interpreted as a quaternion instead of a regular 4D vector.
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* The quaternion may be of any magnitude, so this is more generally useful.
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* than if the quaternion was required to be unit length.
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*/
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vec4f_t qmulf (vec4f_t a, vec4f_t b) __attribute__((const));
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vec4f_t
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qmulf (vec4f_t a, vec4f_t b)
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{
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// results in [2*as*bs, as*b + bs*a + a x b] ([scalar, vector] notation)
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// doesn't seem to adversly affect precision
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vec4f_t c = crossf (a, b) + a * b[3] + a[3] * b;
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vec4f_t d = dotf (a, b);
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// zero out the vector component of dot product so only the scalar remains
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d = _mm_insert_ps (d, d, 0xf7);
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return c - d;
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}
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/** Optimized quaterion-vector multiplication for vector rotation.
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*
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* If the vector's w component is not zero, then the result's w component
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* is the cosine of the full rotation angle scaled by the vector's w component.
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* The quaternion is assumed to be unit.
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*/
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vec4f_t qvmulf (vec4f_t q, vec4f_t v) __attribute__((const));
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vec4f_t
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qvmulf (vec4f_t q, vec4f_t v)
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{
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float s = q[3];
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// zero the scalar of the quaternion. Results in an extra operation, but
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// avoids adding precision issues.
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q = _mm_insert_ps (q, q, 0xf8);
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vec4f_t c = crossf (q, v);
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vec4f_t qv = dotf (q, v); // q.w is 0 so v.w is irrelevant
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vec4f_t qq = dotf (q, q);
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return (s * s - qq) * v + 2 * (qv * q + s * c);
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}
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/** Create the quaternion representing the shortest rotation from a to b.
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*
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* Both a and b are assumed to be 3D vectors (w components 0), but a resonable
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* (but incorrect) result will still be produced if either a or b is a 4D
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* vector. The rotation axis will be the same as if both vectors were 3D, but
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* the magnitude of the rotation will be different.
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*/
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vec4f_t qrotf (vec4f_t a, vec4f_t b) __attribute__((const));
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vec4f_t
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qrotf (vec4f_t a, vec4f_t b)
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{
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vec4f_t ma = _mm_sqrt_ps (dotf (a, a));
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vec4f_t mb = _mm_sqrt_ps (dotf (b, b));
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vec4f_t den = 2 * ma * mb;
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vec4f_t t = mb * a + ma * b;
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vec4f_t mba_mab = _mm_sqrt_ps (dotf (t, t));
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vec4f_t q = crossf (a, b) / mba_mab;
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q[3] = (mba_mab / den)[0];
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return q;
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}
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/** Return the conjugate of the quaternion.
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*
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* That is, [-x, -y, -z, w].
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*/
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vec4f_t qconjf (vec4f_t q) __attribute__((const));
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vec4f_t
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qconjf (vec4f_t q)
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{
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const vec4i_t neg = { 1u << 31, 1u << 31, 1u << 31, 0 };
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return _mm_xor_ps (q, (__m128) neg);
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}
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vec4f_t loadvec3f (const float v3[3]) __attribute__((pure, access(read_only, 1)));
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vec4f_t
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loadvec3f (const float v3[3])
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{
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vec4f_t v4;
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// this had to be in asm otherwise gcc thinks v4 is only partially
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// initialized, and gcc 10 does not use the zero flags when generating
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// the code, resulting in a memory access to load a 0 into v4[3]
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//
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// The first instruction zeros v4[3] while loading v4[0]
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asm ("\n\
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vinsertps $0x08, %1, %0, %0 \n\
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vinsertps $0x10, %2, %0, %0 \n\
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vinsertps $0x20, %3, %0, %0 \n\
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"
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: "=v"(v4)
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: "m"(v3[0]), "m"(v3[1]), "m"(v3[2]));
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return v4;
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}
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void storevec3f (float v3[3], vec4f_t v4) __attribute__((access (write_only, 1)));
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void storevec3f (float v3[3], vec4f_t v4)
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{
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v3[0] = v4[0];
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v3[1] = v4[1];
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v3[2] = v4[2];
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}
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vec4f_t vceilf (vec4f_t v) __attribute__((const));
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vec4f_t vceilf (vec4f_t v)
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{
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return _mm_ceil_ps (v);
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}
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vec4f_t vfloorf (vec4f_t v) __attribute__((const));
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vec4f_t vfloorf (vec4f_t v)
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{
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return _mm_floor_ps (v);
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}
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vec4f_t vtruncf (vec4f_t v) __attribute__((const));
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vec4f_t vtruncf (vec4f_t v)
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{
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return _mm_round_ps (v, _MM_FROUND_TRUNC);
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}
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#endif//__QF_simd_vec4f_h
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