1 /**************************************************************************** 2 ** 3 ** Copyright (C) 2016 Paul Lemire <paul.lemire350@gmail.com> 4 ** Contact: https://www.qt.io/licensing/ 5 ** 6 ** This file is part of the Qt3D module of the Qt Toolkit. 7 ** 8 ** $QT_BEGIN_LICENSE:LGPL$ 9 ** Commercial License Usage 10 ** Licensees holding valid commercial Qt licenses may use this file in 11 ** accordance with the commercial license agreement provided with the 12 ** Software or, alternatively, in accordance with the terms contained in 13 ** a written agreement between you and The Qt Company. For licensing terms 14 ** and conditions see https://www.qt.io/terms-conditions. For further 15 ** information use the contact form at https://www.qt.io/contact-us. 16 ** 17 ** GNU Lesser General Public License Usage 18 ** Alternatively, this file may be used under the terms of the GNU Lesser 19 ** General Public License version 3 as published by the Free Software 20 ** Foundation and appearing in the file LICENSE.LGPL3 included in the 21 ** packaging of this file. Please review the following information to 22 ** ensure the GNU Lesser General Public License version 3 requirements 23 ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. 24 ** 25 ** GNU General Public License Usage 26 ** Alternatively, this file may be used under the terms of the GNU 27 ** General Public License version 2.0 or (at your option) the GNU General 28 ** Public license version 3 or any later version approved by the KDE Free 29 ** Qt Foundation. The licenses are as published by the Free Software 30 ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 31 ** included in the packaging of this file. Please review the following 32 ** information to ensure the GNU General Public License requirements will 33 ** be met: https://www.gnu.org/licenses/gpl-2.0.html and 34 ** https://www.gnu.org/licenses/gpl-3.0.html. 35 ** 36 ** $QT_END_LICENSE$ 37 ** 38 ****************************************************************************/ 39 40 #ifndef QT3DCORE_VECTOR4D_SSE_P_H 41 #define QT3DCORE_VECTOR4D_SSE_P_H 42 43 // 44 // W A R N I N G 45 // ------------- 46 // 47 // This file is not part of the Qt3D API. It exists purely as an 48 // implementation detail. This header file may change from version to 49 // version without notice, or even be removed. 50 // 51 // We mean it. 52 // 53 54 #include <Qt3DCore/private/vector3d_p.h> 55 #include <QtGui/qvector4d.h> 56 57 #ifdef QT_COMPILER_SUPPORTS_SSE2 58 59 QT_BEGIN_NAMESPACE 60 61 namespace Qt3DCore { 62 63 class Matrix4x4_SSE; 64 class Matrix4x4_AVX2; 65 66 class Vector4D_SSE 67 { 68 public: Vector4D_SSE()69 Q_ALWAYS_INLINE Vector4D_SSE() 70 : m_xyzw(_mm_setzero_ps()) 71 { 72 } 73 Vector4D_SSE(Qt::Initialization)74 explicit Q_ALWAYS_INLINE Vector4D_SSE(Qt::Initialization) {} 75 Vector4D_SSE(float x,float y,float z,float w)76 explicit Q_ALWAYS_INLINE Vector4D_SSE(float x, float y, float z, float w) 77 : m_xyzw(_mm_set_ps(w, z, y, x)) 78 { 79 } 80 Vector4D_SSE(QVector4D v)81 explicit Q_ALWAYS_INLINE Vector4D_SSE(QVector4D v) 82 : m_xyzw(_mm_set_ps(v.w(), v.z(), v.y(), v.x())) 83 { 84 } 85 86 explicit Q_ALWAYS_INLINE Vector4D_SSE(const Vector3D_SSE &vec3, float w = 0.0f) 87 : m_xyzw(vec3.m_xyzw) 88 { 89 setW(w); 90 } 91 92 explicit Q_ALWAYS_INLINE Vector4D_SSE(QVector3D v, float w = 0.0f) 93 : m_xyzw(_mm_set_ps(w, v.z(), v.y(), v.x())) 94 { 95 } 96 97 Q_ALWAYS_INLINE Vector4D_SSE &operator+=(Vector4D_SSE vector) 98 { 99 m_xyzw = _mm_add_ps(m_xyzw, vector.m_xyzw); 100 return *this; 101 } 102 103 Q_ALWAYS_INLINE Vector4D_SSE &operator-=(Vector4D_SSE vector) 104 { 105 m_xyzw = _mm_sub_ps(m_xyzw, vector.m_xyzw); 106 return *this; 107 } 108 109 Q_ALWAYS_INLINE Vector4D_SSE &operator*=(Vector4D_SSE vector) 110 { 111 m_xyzw = _mm_mul_ps(m_xyzw, vector.m_xyzw); 112 return *this; 113 } 114 115 Q_ALWAYS_INLINE Vector4D_SSE &operator/=(Vector4D_SSE vector) 116 { 117 m_xyzw = _mm_div_ps(m_xyzw, vector.m_xyzw); 118 return *this; 119 } 120 121 Q_ALWAYS_INLINE Vector4D_SSE &operator*=(float factor) 122 { 123 m_xyzw = _mm_mul_ps(m_xyzw, _mm_set1_ps(factor)); 124 return *this; 125 } 126 127 Q_ALWAYS_INLINE Vector4D_SSE &operator/=(float factor) 128 { 129 m_xyzw = _mm_div_ps(m_xyzw, _mm_set1_ps(factor)); 130 return *this; 131 } 132 133 Q_ALWAYS_INLINE bool operator==(Vector4D_SSE other) const 134 { 135 // 0b1111 == 0xf 136 return (_mm_movemask_ps(_mm_cmpeq_ps(m_xyzw, other.m_xyzw)) == 0xf); 137 } 138 139 Q_ALWAYS_INLINE bool operator!=(Vector4D_SSE other) const 140 { 141 return !(*this == other); 142 } 143 toQVector4D()144 Q_ALWAYS_INLINE QVector4D toQVector4D() const 145 { 146 return QVector4D(x(), y(), z(), w()); 147 } 148 149 // TODO: Uncomment when we introduce Vector3D_SSE 150 //Q_ALWAYS_INLINE Vector3D_SSE toVector3D() const { return Vector3D_SSE(*this); } 151 lengthSquared()152 Q_ALWAYS_INLINE float lengthSquared() const 153 { 154 return dotProduct(*this, *this); 155 } 156 length()157 Q_ALWAYS_INLINE float length() const 158 { 159 return sqrt(dotProduct(*this, *this)); 160 } 161 normalize()162 Q_ALWAYS_INLINE void normalize() 163 { 164 const float len = length(); 165 m_xyzw = _mm_div_ps(m_xyzw, _mm_set_ps1(len)); 166 } 167 normalized()168 Q_ALWAYS_INLINE Vector4D_SSE normalized() const 169 { 170 Vector4D_SSE v = *this; 171 v.normalize(); 172 return v; 173 } 174 isNull()175 Q_ALWAYS_INLINE bool isNull() const 176 { 177 // 0b1111 == 0xf 178 return _mm_movemask_ps(_mm_cmpeq_ps(m_xyzw, _mm_setzero_ps())) == 0xf; 179 } 180 x()181 Q_ALWAYS_INLINE float x() const { return _mm_cvtss_f32(m_xyzw); } 182 y()183 Q_ALWAYS_INLINE float y() const 184 { 185 // 0b01010101 = 0x55 186 return _mm_cvtss_f32(_mm_shuffle_ps(m_xyzw, m_xyzw, 0x55)); 187 } 188 z()189 Q_ALWAYS_INLINE float z() const 190 { 191 // 0b10101010 = 0xaa 192 return _mm_cvtss_f32(_mm_unpackhi_ps(m_xyzw, m_xyzw)); 193 } 194 w()195 Q_ALWAYS_INLINE float w() const 196 { 197 // 0b11111111 = 0xff 198 return _mm_cvtss_f32(_mm_shuffle_ps(m_xyzw, m_xyzw, 0xff)); 199 } 200 setX(float x)201 Q_ALWAYS_INLINE void setX(float x) 202 { 203 m_xyzw = _mm_move_ss(m_xyzw, _mm_set_ss(x)); 204 } 205 setY(float y)206 Q_ALWAYS_INLINE void setY(float y) 207 { 208 // m_xyzw = a, b, c, d 209 210 // y, y, y, y 211 const __m128 yVec = _mm_set_ps1(y); 212 213 // y, y, a, a 214 // 0b00000000 == 0x0 215 const __m128 yaVec = _mm_shuffle_ps(yVec, m_xyzw, 0x0); 216 217 // a, y, c, d 218 // 0b11100010 == 0xe2 219 m_xyzw = _mm_shuffle_ps(yaVec, m_xyzw, 0xe2); 220 } 221 setZ(float z)222 Q_ALWAYS_INLINE void setZ(float z) 223 { 224 // m_xyzw = a, b, c, d 225 226 // z, z, z, z 227 const __m128 zVec = _mm_set_ps1(z); 228 229 // z, z, d, d 230 // 0b11110000 == 0xf0 231 const __m128 zdVec = _mm_shuffle_ps(zVec, m_xyzw, 0xf0); 232 233 // a, b, z, d 234 // 0b10000100 == 0x84 235 m_xyzw = _mm_shuffle_ps(m_xyzw, zdVec, 0x84); 236 } 237 setW(float w)238 Q_ALWAYS_INLINE void setW(float w) 239 { 240 #ifdef __SSE4_1__ 241 const __m128 wVec = _mm_set_ss(w); 242 // insert element 0 of wVec into position 3 in vec3, don't zero anything 243 m_xyzw = _mm_insert_ps(m_xyzw, wVec, 0x30); 244 #else 245 // m_xyzw = a, b, c, d 246 247 // w, w, w, w 248 const __m128 wVec = _mm_set_ps1(w); 249 250 // c, c, w, w 251 const __m128 cwVec = _mm_shuffle_ps(m_xyzw, wVec, _MM_SHUFFLE(0, 0, 2, 2)); 252 253 // a, b, c, w 254 m_xyzw = _mm_shuffle_ps(m_xyzw, cwVec, _MM_SHUFFLE(2, 0, 1, 0)); 255 #endif 256 } 257 258 Q_ALWAYS_INLINE float operator[](int idx) const 259 { 260 Q_DECL_ALIGN(16) float vec[4]; 261 _mm_store_ps(vec, m_xyzw); 262 return vec[idx]; 263 } 264 265 struct DigitWrapper 266 { DigitWrapperDigitWrapper267 explicit DigitWrapper(int idx, Vector4D_SSE *vec) 268 : m_vec(vec) 269 , m_idx(idx) 270 {} 271 272 operator float() const 273 { 274 switch (m_idx) { 275 case 0: 276 return m_vec->x(); 277 case 1: 278 return m_vec->y(); 279 case 2: 280 return m_vec->z(); 281 case 3: 282 return m_vec->w(); 283 default: 284 Q_UNREACHABLE(); 285 return 0.0f; 286 } 287 } 288 void operator =(float value) 289 { 290 switch (m_idx) { 291 case 0: 292 m_vec->setX(value); 293 break; 294 case 1: 295 m_vec->setY(value); 296 break; 297 case 2: 298 m_vec->setZ(value); 299 break; 300 case 3: 301 m_vec->setW(value); 302 break; 303 default: 304 Q_UNREACHABLE(); 305 } 306 } 307 308 private: 309 Vector4D_SSE *m_vec; 310 const int m_idx; 311 }; 312 313 Q_ALWAYS_INLINE DigitWrapper operator[](int idx) 314 { 315 return DigitWrapper(idx, this); 316 } 317 dotProduct(Vector4D_SSE a,Vector4D_SSE b)318 static Q_ALWAYS_INLINE float dotProduct(Vector4D_SSE a, Vector4D_SSE b) 319 { 320 #if defined(__SSE4_1__) 321 // 0b11111111 = 0xff 322 return _mm_cvtss_f32(_mm_dp_ps(a.m_xyzw, b.m_xyzw, 0xff)); 323 #elif defined(__SSE3__) 324 const __m128 mult = _mm_mul_ps(a.m_xyzw, b.m_xyzw); 325 // a + b, c + d, a + d, c + d 326 const __m128 partialSum = _mm_hadd_ps(mult, mult); 327 // c + d, ...... 328 // 0x00000001 = 329 const __m128 partialSumShuffle = _mm_shuffle_ps(partialSum, partialSum, 0x1); 330 return _mm_cvtss_f32(_mm_hadd_ps(partialSum, partialSumShuffle)); 331 #else 332 const __m128 mult = _mm_mul_ps(a.m_xyzw, b.m_xyzw); 333 // (multX, multY, 0, 0) + (multZ, multW, 0, 0) -> (multX + multZ, multY + multW, 0, 0) 334 // 0b00001110 == 0xe 335 const __m128 shuffled = _mm_shuffle_ps(mult, mult, 0xe); 336 __m128 result = _mm_add_ps(shuffled, mult); 337 // (multX + multZ, 0, 0, 0) + (multY + multW, 0, 0, 0); 338 // 0b00000001 == 0x1 339 const __m128 shuffled2 = _mm_shuffle_ps(result, result, 0x1); 340 result = _mm_add_ps(result, shuffled2); 341 return _mm_cvtss_f32(result); 342 #endif 343 } 344 345 friend class Matrix4x4_SSE; 346 347 #ifdef __AVX2__ 348 friend class Matrix4x4_AVX2; 349 friend Vector4D_SSE operator*(const Vector4D_SSE &vector, const Matrix4x4_AVX2 &matrix); 350 friend Vector4D_SSE operator*(const Matrix4x4_AVX2 &matrix, const Vector4D_SSE &vector); 351 #endif 352 353 friend class Vector3D_SSE; 354 friend Vector4D_SSE operator*(const Vector4D_SSE &vector, const Matrix4x4_SSE &matrix); 355 friend Vector4D_SSE operator*(const Matrix4x4_SSE &matrix, const Vector4D_SSE &vector); 356 357 friend Q_ALWAYS_INLINE const Vector4D_SSE operator+(Vector4D_SSE v1, Vector4D_SSE v2) { return v1 += v2; } 358 friend Q_ALWAYS_INLINE const Vector4D_SSE operator-(Vector4D_SSE v1, Vector4D_SSE v2) { return v1 -= v2; } 359 friend Q_ALWAYS_INLINE const Vector4D_SSE operator*(float factor, Vector4D_SSE vector) { return vector *= factor; } 360 friend Q_ALWAYS_INLINE const Vector4D_SSE operator*(Vector4D_SSE vector, float factor) { return vector *= factor; } 361 friend Q_ALWAYS_INLINE const Vector4D_SSE operator*(Vector4D_SSE v1, Vector4D_SSE v2) { return v1 *= v2; } 362 friend Q_ALWAYS_INLINE const Vector4D_SSE operator-(Vector4D_SSE vector) 363 { 364 Vector4D_SSE c(Qt::Uninitialized); 365 366 c.m_xyzw = _mm_xor_ps(vector.m_xyzw, _mm_set1_ps(-0.0f)); 367 368 return c; 369 } 370 371 friend Q_ALWAYS_INLINE const Vector4D_SSE operator/(Vector4D_SSE vector, float divisor) { return vector /= divisor; } 372 friend Q_ALWAYS_INLINE const Vector4D_SSE operator/(Vector4D_SSE vector, Vector4D_SSE divisor) { return vector /= divisor; } 373 374 friend Q_3DCORE_PRIVATE_EXPORT QDebug operator<<(QDebug dbg, const Vector4D_SSE &v); qFuzzyCompare(const Vector4D_SSE & v1,const Vector4D_SSE & v2)375 friend Q_ALWAYS_INLINE bool qFuzzyCompare(const Vector4D_SSE& v1, const Vector4D_SSE& v2) 376 { 377 return ::qFuzzyCompare(v1.x(), v2.x()) && 378 ::qFuzzyCompare(v1.y(), v2.y()) && 379 ::qFuzzyCompare(v1.z(), v2.z()) && 380 ::qFuzzyCompare(v1.w(), v2.w()); 381 } 382 383 private: 384 // Q_DECL_ALIGN(16) float m[4];// for SSE support 385 __m128 m_xyzw; 386 }; 387 388 } // Qt3DCore 389 390 Q_DECLARE_TYPEINFO(Qt3DCore::Vector4D_SSE, Q_PRIMITIVE_TYPE); 391 392 QT_END_NAMESPACE 393 394 Q_DECLARE_METATYPE(Qt3DCore::Vector4D_SSE) 395 396 #endif // QT_COMPILER_SUPPORTS_SSE2 397 398 #endif // QT3DCORE_VECTOR4D_SSE_P_H 399