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367 lines
11 KiB
367 lines
11 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: - defines SIMD "structure of arrays" classes and functions.
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//
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//===========================================================================//
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#ifndef SSEQUATMATH_H
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#define SSEQUATMATH_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/ssemath.h"
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// Use this #define to allow SSE versions of Quaternion math
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// to exist on PC.
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// On PC, certain horizontal vector operations are not supported.
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// This causes the SSE implementation of quaternion math to mix the
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// vector and scalar floating point units, which is extremely
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// performance negative if you don't compile to native SSE2 (which
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// we don't as of Sept 1, 2007). So, it's best not to allow these
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// functions to exist at all. It's not good enough to simply replace
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// the contents of the functions with scalar math, because each call
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// to LoadAligned and StoreAligned will result in an unnecssary copy
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// of the quaternion, and several moves to and from the XMM registers.
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//
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// Basically, the problem you run into is that for efficient SIMD code,
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// you need to load the quaternions and vectors into SIMD registers and
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// keep them there as long as possible while doing only SIMD math,
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// whereas for efficient scalar code, each time you copy onto or ever
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// use a fltx4, it hoses your pipeline. So the difference has to be
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// in the management of temporary variables in the calling function,
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// not inside the math functions.
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//
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// If you compile assuming the presence of SSE2, the MSVC will abandon
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// the traditional x87 FPU operations altogether and make everything use
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// the SSE2 registers, which lessens this problem a little.
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// permitted only on 360, as we've done careful tuning on its Altivec math:
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#ifdef _X360
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#define ALLOW_SIMD_QUATERNION_MATH 1 // not on PC!
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#endif
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//---------------------------------------------------------------------
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// Load/store quaternions
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//---------------------------------------------------------------------
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#ifndef _X360
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#if ALLOW_SIMD_QUATERNION_MATH
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// Using STDC or SSE
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FORCEINLINE fltx4 LoadAlignedSIMD( const QuaternionAligned & pSIMD )
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{
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fltx4 retval = LoadAlignedSIMD( pSIMD.Base() );
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return retval;
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}
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FORCEINLINE fltx4 LoadAlignedSIMD( const QuaternionAligned * RESTRICT pSIMD )
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{
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fltx4 retval = LoadAlignedSIMD( pSIMD );
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return retval;
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}
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FORCEINLINE void StoreAlignedSIMD( QuaternionAligned * RESTRICT pSIMD, const fltx4 & a )
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{
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StoreAlignedSIMD( pSIMD->Base(), a );
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}
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#endif
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#else
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// for the transitional class -- load a QuaternionAligned
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FORCEINLINE fltx4 LoadAlignedSIMD( const QuaternionAligned & pSIMD )
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{
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fltx4 retval = XMLoadVector4A( pSIMD.Base() );
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return retval;
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}
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FORCEINLINE fltx4 LoadAlignedSIMD( const QuaternionAligned * RESTRICT pSIMD )
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{
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fltx4 retval = XMLoadVector4A( pSIMD );
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return retval;
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}
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FORCEINLINE void StoreAlignedSIMD( QuaternionAligned * RESTRICT pSIMD, const fltx4 & a )
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{
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XMStoreVector4A( pSIMD->Base(), a );
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}
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#endif
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#if ALLOW_SIMD_QUATERNION_MATH
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//---------------------------------------------------------------------
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// Make sure quaternions are within 180 degrees of one another, if not, reverse q
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//---------------------------------------------------------------------
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FORCEINLINE fltx4 QuaternionAlignSIMD( const fltx4 &p, const fltx4 &q )
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{
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// decide if one of the quaternions is backwards
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fltx4 a = SubSIMD( p, q );
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fltx4 b = AddSIMD( p, q );
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a = Dot4SIMD( a, a );
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b = Dot4SIMD( b, b );
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fltx4 cmp = CmpGtSIMD( a, b );
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fltx4 result = MaskedAssign( cmp, NegSIMD(q), q );
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return result;
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}
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//---------------------------------------------------------------------
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// Normalize Quaternion
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//---------------------------------------------------------------------
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#if USE_STDC_FOR_SIMD
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FORCEINLINE fltx4 QuaternionNormalizeSIMD( const fltx4 &q )
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{
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fltx4 radius, result;
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radius = Dot4SIMD( q, q );
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if ( SubFloat( radius, 0 ) ) // > FLT_EPSILON && ((radius < 1.0f - 4*FLT_EPSILON) || (radius > 1.0f + 4*FLT_EPSILON))
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{
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float iradius = 1.0f / sqrt( SubFloat( radius, 0 ) );
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result = ReplicateX4( iradius );
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result = MulSIMD( result, q );
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return result;
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}
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return q;
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}
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#else
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// SSE + X360 implementation
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FORCEINLINE fltx4 QuaternionNormalizeSIMD( const fltx4 &q )
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{
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fltx4 radius, result, mask;
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radius = Dot4SIMD( q, q );
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mask = CmpEqSIMD( radius, Four_Zeros ); // all ones iff radius = 0
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result = ReciprocalSqrtSIMD( radius );
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result = MulSIMD( result, q );
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return MaskedAssign( mask, q, result ); // if radius was 0, just return q
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}
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#endif
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//---------------------------------------------------------------------
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// 0.0 returns p, 1.0 return q.
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//---------------------------------------------------------------------
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FORCEINLINE fltx4 QuaternionBlendNoAlignSIMD( const fltx4 &p, const fltx4 &q, float t )
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{
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fltx4 sclp, sclq, result;
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sclq = ReplicateX4( t );
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sclp = SubSIMD( Four_Ones, sclq );
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result = MulSIMD( sclp, p );
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result = MaddSIMD( sclq, q, result );
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return QuaternionNormalizeSIMD( result );
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}
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//---------------------------------------------------------------------
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// Blend Quaternions
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//---------------------------------------------------------------------
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FORCEINLINE fltx4 QuaternionBlendSIMD( const fltx4 &p, const fltx4 &q, float t )
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{
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// decide if one of the quaternions is backwards
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fltx4 q2, result;
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q2 = QuaternionAlignSIMD( p, q );
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result = QuaternionBlendNoAlignSIMD( p, q2, t );
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return result;
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}
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//---------------------------------------------------------------------
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// Multiply Quaternions
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//---------------------------------------------------------------------
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#ifndef _X360
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// SSE and STDC
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FORCEINLINE fltx4 QuaternionMultSIMD( const fltx4 &p, const fltx4 &q )
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{
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// decide if one of the quaternions is backwards
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fltx4 q2, result;
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q2 = QuaternionAlignSIMD( p, q );
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SubFloat( result, 0 ) = SubFloat( p, 0 ) * SubFloat( q2, 3 ) + SubFloat( p, 1 ) * SubFloat( q2, 2 ) - SubFloat( p, 2 ) * SubFloat( q2, 1 ) + SubFloat( p, 3 ) * SubFloat( q2, 0 );
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SubFloat( result, 1 ) = -SubFloat( p, 0 ) * SubFloat( q2, 2 ) + SubFloat( p, 1 ) * SubFloat( q2, 3 ) + SubFloat( p, 2 ) * SubFloat( q2, 0 ) + SubFloat( p, 3 ) * SubFloat( q2, 1 );
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SubFloat( result, 2 ) = SubFloat( p, 0 ) * SubFloat( q2, 1 ) - SubFloat( p, 1 ) * SubFloat( q2, 0 ) + SubFloat( p, 2 ) * SubFloat( q2, 3 ) + SubFloat( p, 3 ) * SubFloat( q2, 2 );
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SubFloat( result, 3 ) = -SubFloat( p, 0 ) * SubFloat( q2, 0 ) - SubFloat( p, 1 ) * SubFloat( q2, 1 ) - SubFloat( p, 2 ) * SubFloat( q2, 2 ) + SubFloat( p, 3 ) * SubFloat( q2, 3 );
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return result;
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}
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#else
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// X360
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extern const fltx4 g_QuatMultRowSign[4];
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FORCEINLINE fltx4 QuaternionMultSIMD( const fltx4 &p, const fltx4 &q )
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{
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fltx4 q2, row, result;
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q2 = QuaternionAlignSIMD( p, q );
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row = XMVectorSwizzle( q2, 3, 2, 1, 0 );
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row = MulSIMD( row, g_QuatMultRowSign[0] );
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result = Dot4SIMD( row, p );
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row = XMVectorSwizzle( q2, 2, 3, 0, 1 );
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row = MulSIMD( row, g_QuatMultRowSign[1] );
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row = Dot4SIMD( row, p );
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result = __vrlimi( result, row, 4, 0 );
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row = XMVectorSwizzle( q2, 1, 0, 3, 2 );
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row = MulSIMD( row, g_QuatMultRowSign[2] );
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row = Dot4SIMD( row, p );
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result = __vrlimi( result, row, 2, 0 );
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row = MulSIMD( q2, g_QuatMultRowSign[3] );
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row = Dot4SIMD( row, p );
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result = __vrlimi( result, row, 1, 0 );
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return result;
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}
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#endif
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//---------------------------------------------------------------------
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// Quaternion scale
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//---------------------------------------------------------------------
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#ifndef _X360
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// SSE and STDC
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FORCEINLINE fltx4 QuaternionScaleSIMD( const fltx4 &p, float t )
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{
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float r;
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fltx4 q;
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// FIXME: nick, this isn't overly sensitive to accuracy, and it may be faster to
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// use the cos part (w) of the quaternion (sin(omega)*N,cos(omega)) to figure the new scale.
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float sinom = sqrt( SubFloat( p, 0 ) * SubFloat( p, 0 ) + SubFloat( p, 1 ) * SubFloat( p, 1 ) + SubFloat( p, 2 ) * SubFloat( p, 2 ) );
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sinom = min( sinom, 1.f );
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float sinsom = sin( asin( sinom ) * t );
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t = sinsom / (sinom + FLT_EPSILON);
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SubFloat( q, 0 ) = t * SubFloat( p, 0 );
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SubFloat( q, 1 ) = t * SubFloat( p, 1 );
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SubFloat( q, 2 ) = t * SubFloat( p, 2 );
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// rescale rotation
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r = 1.0f - sinsom * sinsom;
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// Assert( r >= 0 );
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if (r < 0.0f)
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r = 0.0f;
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r = sqrt( r );
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// keep sign of rotation
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SubFloat( q, 3 ) = fsel( SubFloat( p, 3 ), r, -r );
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return q;
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}
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#else
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// X360
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FORCEINLINE fltx4 QuaternionScaleSIMD( const fltx4 &p, float t )
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{
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fltx4 sinom = Dot3SIMD( p, p );
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sinom = SqrtSIMD( sinom );
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sinom = MinSIMD( sinom, Four_Ones );
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fltx4 sinsom = ArcSinSIMD( sinom );
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fltx4 t4 = ReplicateX4( t );
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sinsom = MulSIMD( sinsom, t4 );
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sinsom = SinSIMD( sinsom );
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sinom = AddSIMD( sinom, Four_Epsilons );
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sinom = ReciprocalSIMD( sinom );
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t4 = MulSIMD( sinsom, sinom );
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fltx4 result = MulSIMD( p, t4 );
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// rescale rotation
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sinsom = MulSIMD( sinsom, sinsom );
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fltx4 r = SubSIMD( Four_Ones, sinsom );
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r = MaxSIMD( r, Four_Zeros );
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r = SqrtSIMD( r );
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// keep sign of rotation
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fltx4 cmp = CmpGeSIMD( p, Four_Zeros );
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r = MaskedAssign( cmp, r, NegSIMD( r ) );
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result = __vrlimi(result, r, 1, 0);
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return result;
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}
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#endif
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//-----------------------------------------------------------------------------
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// Quaternion sphereical linear interpolation
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//-----------------------------------------------------------------------------
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#ifndef _X360
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// SSE and STDC
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FORCEINLINE fltx4 QuaternionSlerpNoAlignSIMD( const fltx4 &p, const fltx4 &q, float t )
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{
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float omega, cosom, sinom, sclp, sclq;
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fltx4 result;
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// 0.0 returns p, 1.0 return q.
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cosom = SubFloat( p, 0 ) * SubFloat( q, 0 ) + SubFloat( p, 1 ) * SubFloat( q, 1 ) +
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SubFloat( p, 2 ) * SubFloat( q, 2 ) + SubFloat( p, 3 ) * SubFloat( q, 3 );
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if ( (1.0f + cosom ) > 0.000001f )
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{
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if ( (1.0f - cosom ) > 0.000001f )
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{
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omega = acos( cosom );
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sinom = sin( omega );
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sclp = sin( (1.0f - t)*omega) / sinom;
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sclq = sin( t*omega ) / sinom;
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}
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else
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{
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// TODO: add short circuit for cosom == 1.0f?
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sclp = 1.0f - t;
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sclq = t;
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}
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SubFloat( result, 0 ) = sclp * SubFloat( p, 0 ) + sclq * SubFloat( q, 0 );
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SubFloat( result, 1 ) = sclp * SubFloat( p, 1 ) + sclq * SubFloat( q, 1 );
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SubFloat( result, 2 ) = sclp * SubFloat( p, 2 ) + sclq * SubFloat( q, 2 );
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SubFloat( result, 3 ) = sclp * SubFloat( p, 3 ) + sclq * SubFloat( q, 3 );
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}
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else
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{
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SubFloat( result, 0 ) = -SubFloat( q, 1 );
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SubFloat( result, 1 ) = SubFloat( q, 0 );
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SubFloat( result, 2 ) = -SubFloat( q, 3 );
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SubFloat( result, 3 ) = SubFloat( q, 2 );
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sclp = sin( (1.0f - t) * (0.5f * M_PI));
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sclq = sin( t * (0.5f * M_PI));
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SubFloat( result, 0 ) = sclp * SubFloat( p, 0 ) + sclq * SubFloat( result, 0 );
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SubFloat( result, 1 ) = sclp * SubFloat( p, 1 ) + sclq * SubFloat( result, 1 );
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SubFloat( result, 2 ) = sclp * SubFloat( p, 2 ) + sclq * SubFloat( result, 2 );
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}
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return result;
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}
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#else
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// X360
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FORCEINLINE fltx4 QuaternionSlerpNoAlignSIMD( const fltx4 &p, const fltx4 &q, float t )
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{
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return XMQuaternionSlerp( p, q, t );
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}
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#endif
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FORCEINLINE fltx4 QuaternionSlerpSIMD( const fltx4 &p, const fltx4 &q, float t )
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{
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fltx4 q2, result;
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q2 = QuaternionAlignSIMD( p, q );
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result = QuaternionSlerpNoAlignSIMD( p, q2, t );
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return result;
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}
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#endif // ALLOW_SIMD_QUATERNION_MATH
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#endif // SSEQUATMATH_H
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