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ShaderPlayground / deps / glm / glm / detail / type_quat_simd.inl
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1/// @ref core
2
3#if GLM_ARCH & GLM_ARCH_SSE2_BIT
4
5namespace glm{
6namespace detail
7{
8/*
9 template<qualifier Q>
10 struct compute_quat_mul<float, Q, true>
11 {
12 static qua<float, Q> call(qua<float, Q> const& q1, qua<float, Q> const& q2)
13 {
14 // SSE2 STATS: 11 shuffle, 8 mul, 8 add
15 // SSE4 STATS: 3 shuffle, 4 mul, 4 dpps
16
17 __m128 const mul0 = _mm_mul_ps(q1.Data, _mm_shuffle_ps(q2.Data, q2.Data, _MM_SHUFFLE(0, 1, 2, 3)));
18 __m128 const mul1 = _mm_mul_ps(q1.Data, _mm_shuffle_ps(q2.Data, q2.Data, _MM_SHUFFLE(1, 0, 3, 2)));
19 __m128 const mul2 = _mm_mul_ps(q1.Data, _mm_shuffle_ps(q2.Data, q2.Data, _MM_SHUFFLE(2, 3, 0, 1)));
20 __m128 const mul3 = _mm_mul_ps(q1.Data, q2.Data);
21
22# if GLM_ARCH & GLM_ARCH_SSE41_BIT
23 __m128 const add0 = _mm_dp_ps(mul0, _mm_set_ps(1.0f, -1.0f, 1.0f, 1.0f), 0xff);
24 __m128 const add1 = _mm_dp_ps(mul1, _mm_set_ps(1.0f, 1.0f, 1.0f, -1.0f), 0xff);
25 __m128 const add2 = _mm_dp_ps(mul2, _mm_set_ps(1.0f, 1.0f, -1.0f, 1.0f), 0xff);
26 __m128 const add3 = _mm_dp_ps(mul3, _mm_set_ps(1.0f, -1.0f, -1.0f, -1.0f), 0xff);
27# else
28 __m128 const mul4 = _mm_mul_ps(mul0, _mm_set_ps(1.0f, -1.0f, 1.0f, 1.0f));
29 __m128 const add0 = _mm_add_ps(mul0, _mm_movehl_ps(mul4, mul4));
30 __m128 const add4 = _mm_add_ss(add0, _mm_shuffle_ps(add0, add0, 1));
31
32 __m128 const mul5 = _mm_mul_ps(mul1, _mm_set_ps(1.0f, 1.0f, 1.0f, -1.0f));
33 __m128 const add1 = _mm_add_ps(mul1, _mm_movehl_ps(mul5, mul5));
34 __m128 const add5 = _mm_add_ss(add1, _mm_shuffle_ps(add1, add1, 1));
35
36 __m128 const mul6 = _mm_mul_ps(mul2, _mm_set_ps(1.0f, 1.0f, -1.0f, 1.0f));
37 __m128 const add2 = _mm_add_ps(mul6, _mm_movehl_ps(mul6, mul6));
38 __m128 const add6 = _mm_add_ss(add2, _mm_shuffle_ps(add2, add2, 1));
39
40 __m128 const mul7 = _mm_mul_ps(mul3, _mm_set_ps(1.0f, -1.0f, -1.0f, -1.0f));
41 __m128 const add3 = _mm_add_ps(mul3, _mm_movehl_ps(mul7, mul7));
42 __m128 const add7 = _mm_add_ss(add3, _mm_shuffle_ps(add3, add3, 1));
43 #endif
44
45 // This SIMD code is a politically correct way of doing this, but in every test I've tried it has been slower than
46 // the final code below. I'll keep this here for reference - maybe somebody else can do something better...
47 //
48 //__m128 xxyy = _mm_shuffle_ps(add4, add5, _MM_SHUFFLE(0, 0, 0, 0));
49 //__m128 zzww = _mm_shuffle_ps(add6, add7, _MM_SHUFFLE(0, 0, 0, 0));
50 //
51 //return _mm_shuffle_ps(xxyy, zzww, _MM_SHUFFLE(2, 0, 2, 0));
52
53 qua<float, Q> Result;
54 _mm_store_ss(&Result.x, add4);
55 _mm_store_ss(&Result.y, add5);
56 _mm_store_ss(&Result.z, add6);
57 _mm_store_ss(&Result.w, add7);
58 return Result;
59 }
60 };
61*/
62
63 template<qualifier Q>
64 struct compute_quat_add<float, Q, true>
65 {
66 static qua<float, Q> call(qua<float, Q> const& q, qua<float, Q> const& p)
67 {
68 qua<float, Q> Result;
69 Result.data = _mm_add_ps(q.data, p.data);
70 return Result;
71 }
72 };
73
74# if GLM_ARCH & GLM_ARCH_AVX_BIT
75 template<qualifier Q>
76 struct compute_quat_add<double, Q, true>
77 {
78 static qua<double, Q> call(qua<double, Q> const& a, qua<double, Q> const& b)
79 {
80 qua<double, Q> Result;
81 Result.data = _mm256_add_pd(a.data, b.data);
82 return Result;
83 }
84 };
85# endif
86
87 template<qualifier Q>
88 struct compute_quat_sub<float, Q, true>
89 {
90 static qua<float, Q> call(qua<float, Q> const& q, qua<float, Q> const& p)
91 {
92 vec<4, float, Q> Result;
93 Result.data = _mm_sub_ps(q.data, p.data);
94 return Result;
95 }
96 };
97
98# if GLM_ARCH & GLM_ARCH_AVX_BIT
99 template<qualifier Q>
100 struct compute_quat_sub<double, Q, true>
101 {
102 static qua<double, Q> call(qua<double, Q> const& a, qua<double, Q> const& b)
103 {
104 qua<double, Q> Result;
105 Result.data = _mm256_sub_pd(a.data, b.data);
106 return Result;
107 }
108 };
109# endif
110
111 template<qualifier Q>
112 struct compute_quat_mul_scalar<float, Q, true>
113 {
114 static qua<float, Q> call(qua<float, Q> const& q, float s)
115 {
116 vec<4, float, Q> Result;
117 Result.data = _mm_mul_ps(q.data, _mm_set_ps1(s));
118 return Result;
119 }
120 };
121
122# if GLM_ARCH & GLM_ARCH_AVX_BIT
123 template<qualifier Q>
124 struct compute_quat_mul_scalar<double, Q, true>
125 {
126 static qua<double, Q> call(qua<double, Q> const& q, double s)
127 {
128 qua<double, Q> Result;
129 Result.data = _mm256_mul_pd(q.data, _mm_set_ps1(s));
130 return Result;
131 }
132 };
133# endif
134
135 template<qualifier Q>
136 struct compute_quat_div_scalar<float, Q, true>
137 {
138 static qua<float, Q> call(qua<float, Q> const& q, float s)
139 {
140 vec<4, float, Q> Result;
141 Result.data = _mm_div_ps(q.data, _mm_set_ps1(s));
142 return Result;
143 }
144 };
145
146# if GLM_ARCH & GLM_ARCH_AVX_BIT
147 template<qualifier Q>
148 struct compute_quat_div_scalar<double, Q, true>
149 {
150 static qua<double, Q> call(qua<double, Q> const& q, double s)
151 {
152 qua<double, Q> Result;
153 Result.data = _mm256_div_pd(q.data, _mm_set_ps1(s));
154 return Result;
155 }
156 };
157# endif
158
159 template<qualifier Q>
160 struct compute_quat_mul_vec4<float, Q, true>
161 {
162 static vec<4, float, Q> call(qua<float, Q> const& q, vec<4, float, Q> const& v)
163 {
164 __m128 const q_wwww = _mm_shuffle_ps(q.data, q.data, _MM_SHUFFLE(3, 3, 3, 3));
165 __m128 const q_swp0 = _mm_shuffle_ps(q.data, q.data, _MM_SHUFFLE(3, 0, 2, 1));
166 __m128 const q_swp1 = _mm_shuffle_ps(q.data, q.data, _MM_SHUFFLE(3, 1, 0, 2));
167 __m128 const v_swp0 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(3, 0, 2, 1));
168 __m128 const v_swp1 = _mm_shuffle_ps(v.data, v.data, _MM_SHUFFLE(3, 1, 0, 2));
169
170 __m128 uv = _mm_sub_ps(_mm_mul_ps(q_swp0, v_swp1), _mm_mul_ps(q_swp1, v_swp0));
171 __m128 uv_swp0 = _mm_shuffle_ps(uv, uv, _MM_SHUFFLE(3, 0, 2, 1));
172 __m128 uv_swp1 = _mm_shuffle_ps(uv, uv, _MM_SHUFFLE(3, 1, 0, 2));
173 __m128 uuv = _mm_sub_ps(_mm_mul_ps(q_swp0, uv_swp1), _mm_mul_ps(q_swp1, uv_swp0));
174
175 __m128 const two = _mm_set1_ps(2.0f);
176 uv = _mm_mul_ps(uv, _mm_mul_ps(q_wwww, two));
177 uuv = _mm_mul_ps(uuv, two);
178
179 vec<4, float, Q> Result;
180 Result.data = _mm_add_ps(v.Data, _mm_add_ps(uv, uuv));
181 return Result;
182 }
183 };
184}//namespace detail
185}//namespace glm
186
187#endif//GLM_ARCH & GLM_ARCH_SSE2_BIT
188