//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: Implementation of our SIMD functions for the x86 using SSE //==============================================================// #ifndef _MATH_PFNS_H_ #include "mathlib/math_pfns.h" #endif #if defined( PLATFORM_WINDOWS_PC ) #include #else #include #include #endif //--------------------------------------------------------------------- // Intel/SSE implementation //--------------------------------------------------------------------- FORCEINLINE void StoreAlignedSIMD( float * RESTRICT pSIMD, const fltx4 & a ) { _mm_store_ps( pSIMD, a ); } FORCEINLINE void StoreUnalignedSIMD( float * RESTRICT pSIMD, const fltx4 & a ) { _mm_storeu_ps( pSIMD, a ); } FORCEINLINE void StoreUnalignedSIMD( int * RESTRICT pSIMD, const i32x4 &a ) { _mm_storeu_si128( ( __m128i * ) pSIMD, a ); } FORCEINLINE fltx4 RotateLeft( const fltx4 & a ); FORCEINLINE fltx4 RotateLeft2( const fltx4 & a ); FORCEINLINE void StoreUnaligned3SIMD( float *pSIMD, const fltx4 & a ) { _mm_store_ss(pSIMD, a); _mm_store_ss(pSIMD+1, RotateLeft(a)); _mm_store_ss(pSIMD+2, RotateLeft2(a)); } FORCEINLINE fltx4 LoadAlignedSIMD( const void *pSIMD ) { return _mm_load_ps( reinterpret_cast< const float *> ( pSIMD ) ); } FORCEINLINE shortx8 LoadAlignedShortSIMD( const void *pSIMD ) { return _mm_load_si128( reinterpret_cast< const shortx8 *> ( pSIMD ) ); } FORCEINLINE shortx8 LoadUnalignedShortSIMD( const void *pSIMD ) { return _mm_loadu_si128( reinterpret_cast< const shortx8 *> ( pSIMD ) ); } FORCEINLINE fltx4 AndSIMD( const fltx4 & a, const fltx4 & b ) // a & b { return _mm_and_ps( a, b ); } FORCEINLINE i32x4 AndSIMD( const i32x4 &a, const i32x4 &b ) { return _mm_and_si128( a, b ); } FORCEINLINE fltx4 AndNotSIMD( const fltx4 & a, const fltx4 & b ) // ~a & b { return _mm_andnot_ps( a, b ); } FORCEINLINE i32x4 AndNotSIMD( const i32x4 & a, const i32x4 & b ) // ~a & b { return _mm_andnot_si128( a, b ); } FORCEINLINE fltx4 XorSIMD( const fltx4 & a, const fltx4 & b ) // a ^ b { return _mm_xor_ps( a, b ); } FORCEINLINE fltx4 OrSIMD( const fltx4 & a, const fltx4 & b ) // a | b { return _mm_or_ps( a, b ); } FORCEINLINE i32x4 OrSIMD( const i32x4 &a, const i32x4 &b ) { return _mm_or_si128( a, b ); } // Squelch the w component of a vector to +0.0. // Most efficient when you say a = SetWToZeroSIMD(a) (avoids a copy) FORCEINLINE fltx4 SetWToZeroSIMD( const fltx4 & a ) { return AndSIMD( a, LoadAlignedSIMD( g_SIMD_clear_wmask ) ); } FORCEINLINE fltx4 LoadUnalignedSIMD( const void *pSIMD ) { return _mm_loadu_ps( reinterpret_cast( pSIMD ) ); } FORCEINLINE fltx4 LoadUnaligned3SIMD( const void *pSIMD ) { return _mm_loadu_ps( reinterpret_cast( pSIMD ) ); } // load a single unaligned float into the x component of a SIMD word FORCEINLINE fltx4 LoadUnalignedFloatSIMD( const float *pFlt ) { return _mm_load_ss(pFlt); } FORCEINLINE fltx4 CastToFltx4( i32x4 const & a ) { return _mm_castsi128_ps( a ); } /// replicate a single 32 bit integer value to all 4 components of an m128 FORCEINLINE i32x4 ReplicateIX4( int i ) { return _mm_set1_epi32( i ); } FORCEINLINE fltx4 ReplicateX4( float flValue ) { __m128 value = _mm_set_ss( flValue ); return _mm_shuffle_ps( value, value, 0 ); } // AltiVec compilers may have trouble inlining pass-by-value variant of ReplicateX4, whereas // they will have absolutely no problem inlining pass-by-pointer variant. So it's better to use // the pass-by-pointer variant unless you're mixing scalar and vector code (which is bad for perf on AltiVec anyway) FORCEINLINE fltx4 ReplicateX4( const float *pValue ) { return ReplicateX4( *pValue ); } FORCEINLINE float SubFloat( const fltx4 & a, int idx ) { // NOTE: if the output goes into a register, this causes a Load-Hit-Store stall (don't mix fpu/vpu math!) #ifndef POSIX return a.m128_f32[ idx ]; #else return (reinterpret_cast(&a))[idx]; #endif } FORCEINLINE float & SubFloat( fltx4 & a, int idx ) { #ifndef POSIX return a.m128_f32[ idx ]; #else return (reinterpret_cast(&a))[idx]; #endif } FORCEINLINE uint32 SubFloatConvertToInt( const fltx4 & a, int idx ) { return (uint32)SubFloat(a,idx); } FORCEINLINE uint32 SubInt( const fltx4 & a, int idx ) { #ifndef POSIX return a.m128_u32[idx]; #else return (reinterpret_cast(&a))[idx]; #endif } FORCEINLINE uint32 & SubInt( fltx4 & a, int idx ) { #ifndef POSIX return a.m128_u32[idx]; #else return (reinterpret_cast(&a))[idx]; #endif } FORCEINLINE uint32 SubInt( i32x4 const & a, int idx ) { #ifndef POSIX return a.m128i_u32[idx]; #else return (reinterpret_cast(&a))[idx]; #endif } FORCEINLINE uint32 & SubInt( i32x4 & a, int idx ) { #ifndef POSIX return a.m128i_u32[idx]; #else return (reinterpret_cast(&a))[idx]; #endif } // gather from array. Indices are in units of float size FORCEINLINE fltx4 GatherFltX4SIMD( float const *pData, i32x4 n4Indices ) { fltx4 fl4Ret; SubFloat( fl4Ret, 0 ) = pData[SubInt(n4Indices,0)]; SubFloat( fl4Ret, 1 ) = pData[SubInt(n4Indices,1)]; SubFloat( fl4Ret, 2 ) = pData[SubInt(n4Indices,2)]; SubFloat( fl4Ret, 3 ) = pData[SubInt(n4Indices,3)]; return fl4Ret; } // gather from array. Indices are in units of float size FORCEINLINE fltx4 GatherFltX4SIMD( fltx4 const *pData, i32x4 n4Indices ) { return GatherFltX4SIMD( ( float const * ) pData, n4Indices ); } // Return one in the fastest way -- on the x360, faster even than loading. FORCEINLINE fltx4 LoadZeroSIMD( void ) { return Four_Zeros; } // Return one in the fastest way -- on the x360, faster even than loading. FORCEINLINE fltx4 LoadOneSIMD( void ) { return Four_Ones; } FORCEINLINE fltx4 MaskedAssign( const fltx4 & ReplacementMask, const fltx4 & NewValue, const fltx4 & OldValue ) { return OrSIMD( AndSIMD( ReplacementMask, NewValue ), AndNotSIMD( ReplacementMask, OldValue ) ); } // remember, the SSE numbers its words 3 2 1 0 // The way we want to specify shuffles is backwards from the default // MM_SHUFFLE_REV is in array index order (default is reversed) #define MM_SHUFFLE_REV(a,b,c,d) _MM_SHUFFLE(d,c,b,a) FORCEINLINE fltx4 SplatXSIMD( fltx4 const & a ) { return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 0, 0, 0, 0 ) ); } FORCEINLINE fltx4 SplatYSIMD( fltx4 const &a ) { return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 1, 1, 1, 1 ) ); } FORCEINLINE fltx4 SplatZSIMD( fltx4 const &a ) { return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 2, 2, 2, 2 ) ); } FORCEINLINE fltx4 SplatWSIMD( fltx4 const &a ) { return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 3, 3, 3, 3 ) ); } FORCEINLINE fltx4 SetXSIMD( const fltx4& a, const fltx4& x ) { fltx4 result = MaskedAssign( LoadAlignedSIMD( g_SIMD_ComponentMask[0] ), x, a ); return result; } FORCEINLINE fltx4 SetYSIMD( const fltx4& a, const fltx4& y ) { fltx4 result = MaskedAssign( LoadAlignedSIMD( g_SIMD_ComponentMask[1] ), y, a ); return result; } FORCEINLINE fltx4 SetZSIMD( const fltx4& a, const fltx4& z ) { fltx4 result = MaskedAssign( LoadAlignedSIMD( g_SIMD_ComponentMask[2] ), z, a ); return result; } FORCEINLINE fltx4 SetWSIMD( const fltx4& a, const fltx4& w ) { fltx4 result = MaskedAssign( LoadAlignedSIMD( g_SIMD_ComponentMask[3] ), w, a ); return result; } /// Set one component of a SIMD word with the given float value. /// This function is a template because the native implementation of /// this on PPC platforms requires that the component be given as a /// compiler immediate -- not a function parameter, not a const function /// parameter, not even a load from a const static array. It has to be /// a real immediate. /// \param NCOMPONENT 0 is x, 1 is y, 2 is z, 3 is w. /// \note This function is not particularly performant on any platform (because of /// the load from float), so prefer a masked assign from a fltx4 wherever /// possible. template < unsigned int NCOMPONENT > FORCEINLINE fltx4 SetComponentSIMD( const fltx4& a, float flValue ) { fltx4 val = ReplicateX4( flValue ); fltx4 result = MaskedAssign( LoadAlignedSIMD( g_SIMD_ComponentMask[NCOMPONENT] ), val, a ); return result; } // a b c d -> b c d a FORCEINLINE fltx4 RotateLeft( const fltx4 & a ) { return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 1, 2, 3, 0 ) ); } // a b c d -> c d a b FORCEINLINE fltx4 RotateLeft2( const fltx4 & a ) { return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 2, 3, 0, 1 ) ); } // a b c d -> d a b c FORCEINLINE fltx4 RotateRight( const fltx4 & a ) { return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 3, 0, 1, 2 ) ); } // a b c d -> c d a b FORCEINLINE fltx4 RotateRight2( const fltx4 & a ) { return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 2, 3, 0, 1 ) ); } FORCEINLINE fltx4 AddSIMD( const fltx4 & a, const fltx4 & b ) // a+b { return _mm_add_ps( a, b ); } FORCEINLINE fltx4 SubSIMD( const fltx4 & a, const fltx4 & b ) // a-b { return _mm_sub_ps( a, b ); }; FORCEINLINE fltx4 MulSIMD( const fltx4 & a, const fltx4 & b ) // a*b { return _mm_mul_ps( a, b ); }; FORCEINLINE fltx4 DivSIMD( const fltx4 & a, const fltx4 & b ) // a/b { return _mm_div_ps( a, b ); }; FORCEINLINE fltx4 MaddSIMD( const fltx4 & a, const fltx4 & b, const fltx4 & c ) // a*b + c { return AddSIMD( MulSIMD(a,b), c ); } FORCEINLINE fltx4 MsubSIMD( const fltx4 & a, const fltx4 & b, const fltx4 & c ) // c - a*b { return SubSIMD( c, MulSIMD(a,b) ); }; FORCEINLINE fltx4 Dot3SIMD( const fltx4 &a, const fltx4 &b ) { fltx4 m = MulSIMD( a, b ); return AddSIMD( AddSIMD( SplatXSIMD(m), SplatYSIMD(m) ), SplatZSIMD(m) ); } FORCEINLINE fltx4 Dot4SIMD( const fltx4 &a, const fltx4 &b ) { // 4 instructions, serial, order of addition varies so individual elements my differ in the LSB on some CPUs fltx4 fl4Product = MulSIMD( a, b ); fltx4 fl4YXWZ = _mm_shuffle_ps( fl4Product, fl4Product, MM_SHUFFLE_REV(1,0,3,2) ); fltx4 fl4UUVV = AddSIMD( fl4Product, fl4YXWZ ); // U = X+Y; V = Z+W fltx4 fl4VVUU = RotateLeft2( fl4UUVV ); return AddSIMD( fl4UUVV, fl4VVUU ); } FORCEINLINE void SinCos3SIMD( fltx4 &sine, fltx4 &cosine, const fltx4 &radians ) { // FIXME: Make a fast SSE version SinCos( SubFloat( radians, 0 ), &SubFloat( sine, 0 ), &SubFloat( cosine, 0 ) ); SinCos( SubFloat( radians, 1 ), &SubFloat( sine, 1 ), &SubFloat( cosine, 1 ) ); SinCos( SubFloat( radians, 2 ), &SubFloat( sine, 2 ), &SubFloat( cosine, 2 ) ); } //TODO: implement as four-way Taylor series (see xbox implementation) FORCEINLINE fltx4 ArcSinSIMD( const fltx4 &sine ) { // FIXME: Make a fast SSE version fltx4 result; SubFloat( result, 0 ) = asin( SubFloat( sine, 0 ) ); SubFloat( result, 1 ) = asin( SubFloat( sine, 1 ) ); SubFloat( result, 2 ) = asin( SubFloat( sine, 2 ) ); SubFloat( result, 3 ) = asin( SubFloat( sine, 3 ) ); return result; } FORCEINLINE fltx4 ArcCosSIMD( const fltx4 &cs ) { fltx4 result; SubFloat( result, 0 ) = acos( SubFloat( cs, 0 ) ); SubFloat( result, 1 ) = acos( SubFloat( cs, 1 ) ); SubFloat( result, 2 ) = acos( SubFloat( cs, 2 ) ); SubFloat( result, 3 ) = acos( SubFloat( cs, 3 ) ); return result; } // tan^1(a/b) .. ie, pass sin in as a and cos in as b FORCEINLINE fltx4 ArcTan2SIMD( const fltx4 &a, const fltx4 &b ) { fltx4 result; SubFloat( result, 0 ) = atan2( SubFloat( a, 0 ), SubFloat( b, 0 ) ); SubFloat( result, 1 ) = atan2( SubFloat( a, 1 ), SubFloat( b, 1 ) ); SubFloat( result, 2 ) = atan2( SubFloat( a, 2 ), SubFloat( b, 2 ) ); SubFloat( result, 3 ) = atan2( SubFloat( a, 3 ), SubFloat( b, 3 ) ); return result; } /// [ a.x+a.y a.z+a.w b.x+b.y b.z+b.w ] from sse3 FORCEINLINE fltx4 PairwiseHorizontalAddSIMD( const fltx4 &a, const fltx4 &b ) { return _mm_hadd_ps( a, b ); } FORCEINLINE fltx4 NegSIMD(const fltx4 &a) // negate: -a { return SubSIMD(LoadZeroSIMD(),a); } FORCEINLINE int TestSignSIMD( const fltx4 & a ) // mask of which floats have the high bit set { return _mm_movemask_ps( a ); } FORCEINLINE bool IsAnyNegative( const fltx4 & a ) // (a.x < 0) || (a.y < 0) || (a.z < 0) || (a.w < 0) { return (0 != TestSignSIMD( a )); } FORCEINLINE fltx4 CmpEqSIMD( const fltx4 & a, const fltx4 & b ) // (a==b) ? ~0:0 { return _mm_cmpeq_ps( a, b ); } FORCEINLINE fltx4 CmpEqSIMD( const i32x4 & a, const i32x4 & b ) // (a==b) ? ~0:0 for 32 bit ints.fltx4 result. { return _mm_castsi128_ps( _mm_cmpeq_epi32( a, b ) ); } FORCEINLINE fltx4 CmpGtSIMD( const fltx4 & a, const fltx4 & b ) // (a>b) ? ~0:0 { return _mm_cmpgt_ps( a, b ); } FORCEINLINE fltx4 CmpGeSIMD( const fltx4 & a, const fltx4 & b ) // (a>=b) ? ~0:0 { return _mm_cmpge_ps( a, b ); } FORCEINLINE fltx4 CmpLtSIMD( const fltx4 & a, const fltx4 & b ) // (a= -b) ? 1.0 : 0 { return AndSIMD( CmpLeSIMD(a,b), CmpGeSIMD(a, NegSIMD(b)) ) ; } FORCEINLINE fltx4 Cmp01EqSIMD( const fltx4 & a, const fltx4 & b ) // (a==b) ? 1.0:0 { return AndSIMD( Four_Ones, _mm_cmpeq_ps( a, b ) ); } FORCEINLINE fltx4 Cmp01GtSIMD( const fltx4 & a, const fltx4 & b ) // (a>b) ? 1.0:0 { return AndSIMD( Four_Ones, _mm_cmpgt_ps( a, b ) ); } FORCEINLINE fltx4 Cmp01GeSIMD( const fltx4 & a, const fltx4 & b ) // (a>=b) ? 1.0:0 { return AndSIMD( Four_Ones, _mm_cmpge_ps( a, b ) ); } FORCEINLINE fltx4 Cmp01LtSIMD( const fltx4 & a, const fltx4 & b ) // (a= -b) ? 1.0 : 0 { return AndSIMD( Four_Ones, AndSIMD( CmpLeSIMD(a,b), CmpGeSIMD(a, NegSIMD(b)) ) ); } // for branching when a.xyzw > b.xyzw FORCEINLINE bool IsAllGreaterThan( const fltx4 &a, const fltx4 &b ) { return TestSignSIMD( CmpLeSIMD( a, b ) ) == 0; } // for branching when a.xyzw >= b.xyzw FORCEINLINE bool IsAllGreaterThanOrEq( const fltx4 &a, const fltx4 &b ) { return TestSignSIMD( CmpLtSIMD( a, b ) ) == 0; } // For branching if all a.xyzw == b.xyzw FORCEINLINE bool IsAllEqual( const fltx4 & a, const fltx4 & b ) { return TestSignSIMD( CmpEqSIMD( a, b ) ) == 0xf; } FORCEINLINE fltx4 MinSIMD( const fltx4 & a, const fltx4 & b ) // min(a,b) { return _mm_min_ps( a, b ); } FORCEINLINE fltx4 MaxSIMD( const fltx4 & a, const fltx4 & b ) // max(a,b) { return _mm_max_ps( a, b ); } // SSE lacks rounding operations. // Really. // You can emulate them by setting the rounding mode for the // whole processor and then converting to int, and then back again. // But every time you set the rounding mode, you clear out the // entire pipeline. So, I can't do them per operation. You // have to do it once, before the loop that would call these. // Round towards positive infinity FORCEINLINE fltx4 CeilSIMD( const fltx4 &a ) { fltx4 retVal; SubFloat( retVal, 0 ) = ceil( SubFloat( a, 0 ) ); SubFloat( retVal, 1 ) = ceil( SubFloat( a, 1 ) ); SubFloat( retVal, 2 ) = ceil( SubFloat( a, 2 ) ); SubFloat( retVal, 3 ) = ceil( SubFloat( a, 3 ) ); return retVal; } fltx4 fabs( const fltx4 & x ); // Round towards negative infinity // This is the implementation that was here before; it assumes // you are in round-to-floor mode, which I guess is usually the // case for us vis-a-vis SSE. It's totally unnecessary on // VMX, which has a native floor op. FORCEINLINE fltx4 FloorSIMD( const fltx4 &val ) { fltx4 fl4Abs = fabs( val ); fltx4 ival = SubSIMD( AddSIMD( fl4Abs, Four_2ToThe23s ), Four_2ToThe23s ); ival = MaskedAssign( CmpGtSIMD( ival, fl4Abs ), SubSIMD( ival, Four_Ones ), ival ); return XorSIMD( ival, XorSIMD( val, fl4Abs ) ); // restore sign bits } FORCEINLINE bool IsAnyZeros( const fltx4 & a ) // any floats are zero? { return TestSignSIMD( CmpEqSIMD( a, Four_Zeros ) ) != 0; } inline bool IsAllZeros( const fltx4 & var ) { return TestSignSIMD( CmpEqSIMD( var, Four_Zeros ) ) == 0xF; } FORCEINLINE fltx4 SqrtEstSIMD( const fltx4 & a ) // sqrt(a), more or less { return _mm_sqrt_ps( a ); } FORCEINLINE fltx4 SqrtSIMD( const fltx4 & a ) // sqrt(a) { return _mm_sqrt_ps( a ); } FORCEINLINE fltx4 ReciprocalSqrtEstSIMD( const fltx4 & a ) // 1/sqrt(a), more or less { return _mm_rsqrt_ps( a ); } FORCEINLINE fltx4 ReciprocalSqrtEstSaturateSIMD( const fltx4 & a ) { fltx4 zero_mask = CmpEqSIMD( a, Four_Zeros ); fltx4 ret = OrSIMD( a, AndSIMD( Four_Epsilons, zero_mask ) ); ret = ReciprocalSqrtEstSIMD( ret ); return ret; } /// uses newton iteration for higher precision results than ReciprocalSqrtEstSIMD FORCEINLINE fltx4 ReciprocalSqrtSIMD( const fltx4 & a ) // 1/sqrt(a) { fltx4 guess = ReciprocalSqrtEstSIMD( a ); // newton iteration for 1/sqrt(a) : y(n+1) = 1/2 (y(n)*(3-a*y(n)^2)); guess = MulSIMD( guess, SubSIMD( Four_Threes, MulSIMD( a, MulSIMD( guess, guess )))); guess = MulSIMD( Four_PointFives, guess); return guess; } FORCEINLINE fltx4 ReciprocalEstSIMD( const fltx4 & a ) // 1/a, more or less { return _mm_rcp_ps( a ); } /// 1/x for all 4 values. uses reciprocal approximation instruction plus newton iteration. /// No error checking! FORCEINLINE fltx4 ReciprocalSIMD( const fltx4 & a ) // 1/a { fltx4 ret = ReciprocalEstSIMD( a ); // newton iteration is: Y(n+1) = 2*Y(n)-a*Y(n)^2 ret = SubSIMD( AddSIMD( ret, ret ), MulSIMD( a, MulSIMD( ret, ret ) ) ); return ret; } // CHRISG: is it worth doing integer bitfiddling for this? // 2^x for all values (the antilog) FORCEINLINE fltx4 PowerOfTwoSIMD( const fltx4 &toPower ) { fltx4 retval; SubFloat( retval, 0 ) = powf( 2, SubFloat(toPower, 0) ); SubFloat( retval, 1 ) = powf( 2, SubFloat(toPower, 1) ); SubFloat( retval, 2 ) = powf( 2, SubFloat(toPower, 2) ); SubFloat( retval, 3 ) = powf( 2, SubFloat(toPower, 3) ); return retval; } // Clamps the components of a vector to a specified minimum and maximum range. FORCEINLINE fltx4 ClampVectorSIMD( FLTX4 in, FLTX4 min, FLTX4 max) { return MaxSIMD( min, MinSIMD( max, in ) ); } FORCEINLINE void TransposeSIMD( fltx4 & x, fltx4 & y, fltx4 & z, fltx4 & w) { _MM_TRANSPOSE4_PS( x, y, z, w ); } FORCEINLINE fltx4 FindLowestSIMD3( const fltx4 &a ) { // a is [x,y,z,G] (where G is garbage) // rotate left by one fltx4 compareOne = RotateLeft( a ); // compareOne is [y,z,G,x] fltx4 retval = MinSIMD( a, compareOne ); // retVal is [min(x,y), ... ] compareOne = RotateLeft2( a ); // compareOne is [z, G, x, y] retval = MinSIMD( retval, compareOne ); // retVal = [ min(min(x,y),z)..] // splat the x component out to the whole vector and return return SplatXSIMD( retval ); } FORCEINLINE fltx4 FindHighestSIMD3( const fltx4 &a ) { // a is [x,y,z,G] (where G is garbage) // rotate left by one fltx4 compareOne = RotateLeft( a ); // compareOne is [y,z,G,x] fltx4 retval = MaxSIMD( a, compareOne ); // retVal is [max(x,y), ... ] compareOne = RotateLeft2( a ); // compareOne is [z, G, x, y] retval = MaxSIMD( retval, compareOne ); // retVal = [ max(max(x,y),z)..] // splat the x component out to the whole vector and return return SplatXSIMD( retval ); } // ------------------------------------ // INTEGER SIMD OPERATIONS. // ------------------------------------ #if 0 /* pc does not have these ops */ // splat all components of a vector to a signed immediate int number. FORCEINLINE fltx4 IntSetImmediateSIMD(int to) { //CHRISG: SSE2 has this, but not SSE1. What to do? fltx4 retval; SubInt( retval, 0 ) = to; SubInt( retval, 1 ) = to; SubInt( retval, 2 ) = to; SubInt( retval, 3 ) = to; return retval; } #endif // Load 4 aligned words into a SIMD register FORCEINLINE i32x4 LoadAlignedIntSIMD( const void * RESTRICT pSIMD) { return _mm_load_si128( reinterpret_cast(pSIMD) ); } // Load 4 unaligned words into a SIMD register FORCEINLINE i32x4 LoadUnalignedIntSIMD( const void * RESTRICT pSIMD) { return _mm_loadu_si128( reinterpret_cast(pSIMD) ); } // save into four words, 16-byte aligned FORCEINLINE void StoreAlignedIntSIMD( int32 * RESTRICT pSIMD, const fltx4 & a ) { _mm_store_ps( reinterpret_cast(pSIMD), a ); } FORCEINLINE void StoreAlignedIntSIMD( intx4 &pSIMD, const fltx4 & a ) { _mm_store_ps( reinterpret_cast(pSIMD.Base()), a ); } FORCEINLINE void StoreAlignedSIMD( short * RESTRICT pSIMD, const shortx8 & a ) { _mm_store_si128( (shortx8 *)pSIMD, a ); } FORCEINLINE void StoreUnalignedIntSIMD( int32 * RESTRICT pSIMD, const fltx4 & a ) { _mm_storeu_ps( reinterpret_cast(pSIMD), a ); } FORCEINLINE void StoreUnalignedSIMD( short * RESTRICT pSIMD, const shortx8 & a ) { _mm_storeu_si128( (shortx8 *)pSIMD, a ); } // a={ a.x, a.z, b.x, b.z } // combine two fltx4s by throwing away every other field. FORCEINLINE fltx4 CompressSIMD( fltx4 const & a, fltx4 const &b ) { return _mm_shuffle_ps( a, b, MM_SHUFFLE_REV( 0, 2, 0, 2 ) ); } // Load four consecutive uint16's, and turn them into floating point numbers. // This function isn't especially fast and could be made faster if anyone is // using it heavily. FORCEINLINE fltx4 LoadAndConvertUint16SIMD( const uint16 *pInts ) { #ifdef POSIX fltx4 retval; SubFloat( retval, 0 ) = pInts[0]; SubFloat( retval, 1 ) = pInts[1]; SubFloat( retval, 2 ) = pInts[2]; SubFloat( retval, 3 ) = pInts[3]; return retval; #else __m128i inA = _mm_loadl_epi64( (__m128i const*) pInts); // Load the lower 64 bits of the value pointed to by p into the lower 64 bits of the result, zeroing the upper 64 bits of the result. inA = _mm_unpacklo_epi16( inA, _mm_setzero_si128() ); // unpack unsigned 16's to signed 32's return _mm_cvtepi32_ps(inA); #endif } // a={ a.x, b.x, c.x, d.x } // combine 4 fltx4s by throwing away 3/4s of the fields FORCEINLINE fltx4 Compress4SIMD( fltx4 const a, fltx4 const &b, fltx4 const &c, fltx4 const &d ) { fltx4 aacc = _mm_shuffle_ps( a, c, MM_SHUFFLE_REV( 0, 0, 0, 0 ) ); fltx4 bbdd = _mm_shuffle_ps( b, d, MM_SHUFFLE_REV( 0, 0, 0, 0 ) ); return MaskedAssign( LoadAlignedSIMD( g_SIMD_EveryOtherMask ), bbdd, aacc ); } // outa={a.x, a.x, a.y, a.y}, outb = a.z, a.z, a.w, a.w } FORCEINLINE void ExpandSIMD( fltx4 const &a, fltx4 &fl4OutA, fltx4 &fl4OutB ) { fl4OutA = _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 0, 0, 1, 1 ) ); fl4OutB = _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 2, 2, 3, 3 ) ); } // CHRISG: the conversion functions all seem to operate on m64's only... // how do we make them work here? // Take a fltx4 containing fixed-point uints and // return them as single precision floats. No // fixed point conversion is done. FORCEINLINE fltx4 UnsignedIntConvertToFltSIMD( const u32x4 &vSrcA ) { fltx4 retval; SubFloat( retval, 0 ) = ( (float) SubInt( retval, 0 ) ); SubFloat( retval, 1 ) = ( (float) SubInt( retval, 1 ) ); SubFloat( retval, 2 ) = ( (float) SubInt( retval, 2 ) ); SubFloat( retval, 3 ) = ( (float) SubInt( retval, 3 ) ); return retval; } // Convert the 4 32-bit integers to single precison floats. FORCEINLINE fltx4 SignedIntConvertToFltSIMD( const i32x4 &vSrcA ) { return _mm_cvtepi32_ps( (const __m128i &)vSrcA ); } /* works on fltx4's as if they are four uints. the first parameter contains the words to be shifted, the second contains the amount to shift by AS INTS for i = 0 to 3 shift = vSrcB_i*32:(i*32)+4 vReturned_i*32:(i*32)+31 = vSrcA_i*32:(i*32)+31 << shift */ FORCEINLINE i32x4 IntShiftLeftWordSIMD(const i32x4 &vSrcA, const i32x4 &vSrcB) { i32x4 retval; SubInt(retval, 0) = SubInt(vSrcA, 0) << SubInt(vSrcB, 0); SubInt(retval, 1) = SubInt(vSrcA, 1) << SubInt(vSrcB, 1); SubInt(retval, 2) = SubInt(vSrcA, 2) << SubInt(vSrcB, 2); SubInt(retval, 3) = SubInt(vSrcA, 3) << SubInt(vSrcB, 3); return retval; } // Fixed-point conversion and save as SIGNED INTS. // pDest->x = Int (vSrc.x) // note: some architectures have means of doing // fixed point conversion when the fix depth is // specified as an immediate.. but there is no way // to guarantee an immediate as a parameter to function // like this. FORCEINLINE void ConvertStoreAsIntsSIMD(intx4 * RESTRICT pDest, const fltx4 &vSrc) { #if defined( COMPILER_MSVC64 ) (*pDest)[0] = SubFloat(vSrc, 0); (*pDest)[1] = SubFloat(vSrc, 1); (*pDest)[2] = SubFloat(vSrc, 2); (*pDest)[3] = SubFloat(vSrc, 3); #else __m64 bottom = _mm_cvttps_pi32( vSrc ); __m64 top = _mm_cvttps_pi32( _mm_movehl_ps(vSrc,vSrc) ); *reinterpret_cast<__m64 *>(&(*pDest)[0]) = bottom; *reinterpret_cast<__m64 *>(&(*pDest)[2]) = top; _mm_empty(); #endif } // some sse2 packed integer intrinsic wrappers #if _MSC_VER >= 1600 || defined(LINUX) || defined(OSX) /// replicate an 16 bit integer value to all 8 16-bit positions in an fltx4 FORCEINLINE fltx4 ReplicateWordX8( uint16 nWord ) { return _mm_castsi128_ps( _mm_set_epi16( nWord, nWord, nWord, nWord, nWord, nWord, nWord, nWord ) ); } /// Return a 16-bit mask consiting of the upper bit of each of the bytes in the input FORCEINLINE int TestSignsOfBytesSIMD( fltx4 const &packedBytes ) { return _mm_movemask_epi8( _mm_castps_si128( packedBytes ) ); } /// compare each 16-bit field of a word for equality FORCEINLINE fltx4 CmpEqWordsSIMD( fltx4 const &flIn, fltx4 const &flValue ) { return _mm_castsi128_ps( _mm_cmpeq_epi16( _mm_castps_si128( flIn ), _mm_castps_si128( flValue ) ) ); } /// grab 16 16-bit signed words from two fltx4s, and pack them into one register holding 16 bytes converted from them FORCEINLINE fltx4 PackSignedWordsToBytesWithSaturateSIMD( fltx4 const &packedWorlds0, fltx4 const &packedWorlds1 ) { return _mm_castsi128_ps( _mm_packs_epi16( _mm_castps_si128( packedWorlds0 ), _mm_castps_si128( packedWorlds1 ) ) ); } FORCEINLINE fltx4 CrossProduct3SIMD( const fltx4 &v1, const fltx4 &v2 ) { fltx4 v1_yzxx = _mm_shuffle_ps( v1, v1, MM_SHUFFLE_REV( 1,2,0,0 ) ); fltx4 v2_zxyy = _mm_shuffle_ps( v2, v2, MM_SHUFFLE_REV( 2,0,1,0 ) ); fltx4 v1_zxyy = _mm_shuffle_ps( v1, v1, MM_SHUFFLE_REV( 2,0,1,0 ) ); fltx4 v2_yzxx = _mm_shuffle_ps( v2, v2, MM_SHUFFLE_REV( 1,2,0,0 ) ); return SubSIMD( MulSIMD( v1_yzxx, v2_zxyy ), MulSIMD( v1_zxyy, v2_yzxx ) ); } #endif