mirror of
https://github.com/microsoft/DirectXMath
synced 2024-11-22 12:20:06 +00:00
406 lines
12 KiB
C++
406 lines
12 KiB
C++
//-------------------------------------------------------------------------------------
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// DirectXMathFMA4.h -- FMA4 extensions for SIMD C++ Math library
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkID=615560
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//-------------------------------------------------------------------------------------
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#ifdef _MSC_VER
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#pragma once
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#endif
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#ifdef _M_ARM
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#error FMA4 not supported on ARM platform
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#endif
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#if defined(_MSC_VER) && (_MSC_VER < 1600)
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#error FMA4 intrinsics requires Visual C++ 2010 Service Pack 1 or later.
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#endif
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#pragma warning(push)
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#pragma warning(disable : 4987)
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#include <intrin.h>
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#pragma warning(pop)
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#include <ammintrin.h>
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#include <DirectXMath.h>
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namespace DirectX
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{
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namespace FMA4
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{
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inline bool XMVerifyFMA4Support()
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{
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// Should return true for AMD Bulldozer processors
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// with OS support for AVX (Windows 7 Service Pack 1, Windows Server 2008 R2 Service Pack 1, Windows 8, Windows Server 2012)
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// See http://msdn.microsoft.com/en-us/library/hskdteyh.aspx
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int CPUInfo[4] = {-1};
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__cpuid( CPUInfo, 0 );
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if ( CPUInfo[0] < 1 )
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return false;
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__cpuid(CPUInfo, 1 );
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// We check for AVX, OSXSAVE (required to access FMA4)
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if ( (CPUInfo[2] & 0x18000000) != 0x18000000 )
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return false;
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__cpuid( CPUInfo, 0x80000000 );
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if ( CPUInfo[0] < 0x80000001 )
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return false;
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// We check for FMA4
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return ( CPUInfo[2] & 0x10000 );
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}
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//-------------------------------------------------------------------------------------
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// Vector
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//-------------------------------------------------------------------------------------
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inline XMVECTOR XM_CALLCONV XMVectorMultiplyAdd
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(
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FXMVECTOR V1,
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FXMVECTOR V2,
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FXMVECTOR V3
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)
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{
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return _mm_macc_ps( V1, V2, V3 );
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}
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inline XMVECTOR XM_CALLCONV XMVectorNegativeMultiplySubtract
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(
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FXMVECTOR V1,
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FXMVECTOR V2,
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FXMVECTOR V3
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)
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{
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return _mm_nmacc_ps( V1, V2, V3 );
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}
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//-------------------------------------------------------------------------------------
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// Vector2
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//-------------------------------------------------------------------------------------
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inline XMVECTOR XM_CALLCONV XMVector2Transform
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(
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FXMVECTOR V,
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CXMMATRIX M
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)
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{
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XMVECTOR vResult = _mm_permute_ps(V,_MM_SHUFFLE(1,1,1,1)); // Y
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vResult = _mm_macc_ps( vResult, M.r[1], M.r[3] );
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XMVECTOR vTemp = _mm_permute_ps(V,_MM_SHUFFLE(0,0,0,0)); // X
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vResult = _mm_macc_ps( vTemp, M.r[0], vResult );
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return vResult;
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}
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inline XMVECTOR XM_CALLCONV XMVector2TransformCoord
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(
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FXMVECTOR V,
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CXMMATRIX M
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)
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{
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XMVECTOR vResult = _mm_permute_ps(V,_MM_SHUFFLE(1,1,1,1)); // Y
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vResult = _mm_macc_ps( vResult, M.r[1], M.r[3] );
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XMVECTOR vTemp = _mm_permute_ps(V,_MM_SHUFFLE(0,0,0,0)); // X
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vResult = _mm_macc_ps( vTemp, M.r[0], vResult );
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XMVECTOR W = _mm_permute_ps(vResult,_MM_SHUFFLE(3,3,3,3));
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vResult = _mm_div_ps( vResult, W );
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return vResult;
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}
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inline XMVECTOR XM_CALLCONV XMVector2TransformNormal
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(
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FXMVECTOR V,
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CXMMATRIX M
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)
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{
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XMVECTOR vResult = _mm_permute_ps(V,_MM_SHUFFLE(1,1,1,1)); // Y
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vResult = _mm_mul_ps( vResult, M.r[1] );
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XMVECTOR vTemp = _mm_permute_ps(V,_MM_SHUFFLE(0,0,0,0)); // X
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vResult = _mm_macc_ps( vTemp, M.r[0], vResult );
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return vResult;
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}
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//-------------------------------------------------------------------------------------
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// Vector3
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//-------------------------------------------------------------------------------------
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inline XMVECTOR XM_CALLCONV XMVector3Transform
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(
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FXMVECTOR V,
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CXMMATRIX M
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)
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{
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XMVECTOR vResult = _mm_permute_ps(V,_MM_SHUFFLE(2,2,2,2)); // Z
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vResult = _mm_macc_ps( vResult, M.r[2], M.r[3] );
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XMVECTOR vTemp = _mm_permute_ps(V,_MM_SHUFFLE(1,1,1,1)); // Y
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vResult = _mm_macc_ps( vTemp, M.r[1], vResult );
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vTemp = _mm_permute_ps(V,_MM_SHUFFLE(0,0,0,0)); // X
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vResult = _mm_macc_ps( vTemp, M.r[0], vResult );
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return vResult;
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}
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inline XMVECTOR XM_CALLCONV XMVector3TransformCoord
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(
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FXMVECTOR V,
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CXMMATRIX M
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)
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{
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XMVECTOR vResult = _mm_permute_ps(V,_MM_SHUFFLE(2,2,2,2)); // Z
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vResult = _mm_macc_ps( vResult, M.r[2], M.r[3] );
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XMVECTOR vTemp = _mm_permute_ps(V,_MM_SHUFFLE(1,1,1,1)); // Y
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vResult = _mm_macc_ps( vTemp, M.r[1], vResult );
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vTemp = _mm_permute_ps(V,_MM_SHUFFLE(0,0,0,0)); // X
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vResult = _mm_macc_ps( vTemp, M.r[0], vResult );
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XMVECTOR W = _mm_permute_ps(vResult,_MM_SHUFFLE(3,3,3,3));
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vResult = _mm_div_ps( vResult, W );
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return vResult;
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}
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inline XMVECTOR XM_CALLCONV XMVector3TransformNormal
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(
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FXMVECTOR V,
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CXMMATRIX M
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)
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{
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XMVECTOR vResult = _mm_permute_ps(V,_MM_SHUFFLE(2,2,2,2)); // Z
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vResult = _mm_mul_ps( vResult, M.r[2] );
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XMVECTOR vTemp = _mm_permute_ps(V,_MM_SHUFFLE(1,1,1,1)); // Y
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vResult = _mm_macc_ps( vTemp, M.r[1], vResult );
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vTemp = _mm_permute_ps(V,_MM_SHUFFLE(0,0,0,0)); // X
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vResult = _mm_macc_ps( vTemp, M.r[0], vResult );
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return vResult;
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}
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XMMATRIX XM_CALLCONV XMMatrixMultiply(CXMMATRIX M1, CXMMATRIX M2);
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inline XMVECTOR XM_CALLCONV XMVector3Project
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(
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FXMVECTOR V,
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float ViewportX,
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float ViewportY,
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float ViewportWidth,
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float ViewportHeight,
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float ViewportMinZ,
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float ViewportMaxZ,
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CXMMATRIX Projection,
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CXMMATRIX View,
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CXMMATRIX World
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)
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{
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const float HalfViewportWidth = ViewportWidth * 0.5f;
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const float HalfViewportHeight = ViewportHeight * 0.5f;
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XMVECTOR Scale = XMVectorSet(HalfViewportWidth, -HalfViewportHeight, ViewportMaxZ - ViewportMinZ, 0.0f);
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XMVECTOR Offset = XMVectorSet(ViewportX + HalfViewportWidth, ViewportY + HalfViewportHeight, ViewportMinZ, 0.0f);
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XMMATRIX Transform = FMA4::XMMatrixMultiply(World, View);
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Transform = FMA4::XMMatrixMultiply(Transform, Projection);
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XMVECTOR Result = FMA4::XMVector3TransformCoord(V, Transform);
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Result = FMA4::XMVectorMultiplyAdd(Result, Scale, Offset);
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return Result;
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}
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inline XMVECTOR XM_CALLCONV XMVector3Unproject
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(
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FXMVECTOR V,
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float ViewportX,
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float ViewportY,
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float ViewportWidth,
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float ViewportHeight,
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float ViewportMinZ,
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float ViewportMaxZ,
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CXMMATRIX Projection,
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CXMMATRIX View,
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CXMMATRIX World
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)
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{
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static const XMVECTORF32 D = { -1.0f, 1.0f, 0.0f, 0.0f };
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XMVECTOR Scale = XMVectorSet(ViewportWidth * 0.5f, -ViewportHeight * 0.5f, ViewportMaxZ - ViewportMinZ, 1.0f);
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Scale = XMVectorReciprocal(Scale);
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XMVECTOR Offset = XMVectorSet(-ViewportX, -ViewportY, -ViewportMinZ, 0.0f);
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Offset = FMA4::XMVectorMultiplyAdd(Scale, Offset, D.v);
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XMMATRIX Transform = FMA4::XMMatrixMultiply(World, View);
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Transform = FMA4::XMMatrixMultiply(Transform, Projection);
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Transform = XMMatrixInverse(nullptr, Transform);
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XMVECTOR Result = FMA4::XMVectorMultiplyAdd(V, Scale, Offset);
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return FMA4::XMVector3TransformCoord(Result, Transform);
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}
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//-------------------------------------------------------------------------------------
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// Vector4
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//-------------------------------------------------------------------------------------
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inline XMVECTOR XM_CALLCONV XMVector4Transform
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(
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FXMVECTOR V,
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CXMMATRIX M
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)
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{
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XMVECTOR vResult = _mm_permute_ps(V,_MM_SHUFFLE(3,3,3,3)); // W
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vResult = _mm_mul_ps( vResult, M.r[3] );
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XMVECTOR vTemp = _mm_permute_ps(V,_MM_SHUFFLE(2,2,2,2)); // Z
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vResult = _mm_macc_ps( vTemp, M.r[2], vResult );
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vTemp = _mm_permute_ps(V,_MM_SHUFFLE(1,1,1,1)); // Y
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vResult = _mm_macc_ps( vTemp, M.r[1], vResult );
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vTemp = _mm_permute_ps(V,_MM_SHUFFLE(0,0,0,0)); // X
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vResult = _mm_macc_ps( vTemp, M.r[0], vResult );
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return vResult;
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}
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//-------------------------------------------------------------------------------------
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// Matrix
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//-------------------------------------------------------------------------------------
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inline XMMATRIX XM_CALLCONV XMMatrixMultiply
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(
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CXMMATRIX M1,
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CXMMATRIX M2
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)
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{
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XMMATRIX mResult;
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// Use vW to hold the original row
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XMVECTOR vW = M1.r[0];
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// Splat the component X,Y,Z then W
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XMVECTOR vX = _mm_permute_ps(vW,_MM_SHUFFLE(0,0,0,0));
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XMVECTOR vY = _mm_permute_ps(vW,_MM_SHUFFLE(1,1,1,1));
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XMVECTOR vZ = _mm_permute_ps(vW,_MM_SHUFFLE(2,2,2,2));
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vW = _mm_permute_ps(vW,_MM_SHUFFLE(3,3,3,3));
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// Perform the operation on the first row
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vX = _mm_mul_ps(vX,M2.r[0]);
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vX = _mm_macc_ps(vY,M2.r[1],vX);
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vX = _mm_macc_ps(vZ,M2.r[2],vX);
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vX = _mm_macc_ps(vW,M2.r[3],vX);
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mResult.r[0] = vX;
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// Repeat for the other 3 rows
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vW = M1.r[1];
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vX = _mm_permute_ps(vW,_MM_SHUFFLE(0,0,0,0));
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vY = _mm_permute_ps(vW,_MM_SHUFFLE(1,1,1,1));
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vZ = _mm_permute_ps(vW,_MM_SHUFFLE(2,2,2,2));
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vW = _mm_permute_ps(vW,_MM_SHUFFLE(3,3,3,3));
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vX = _mm_mul_ps(vX,M2.r[0]);
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vX = _mm_macc_ps(vY,M2.r[1],vX);
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vX = _mm_macc_ps(vZ,M2.r[2],vX);
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vX = _mm_macc_ps(vW,M2.r[3],vX);
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mResult.r[1] = vX;
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vW = M1.r[2];
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vX = _mm_permute_ps(vW,_MM_SHUFFLE(0,0,0,0));
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vY = _mm_permute_ps(vW,_MM_SHUFFLE(1,1,1,1));
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vZ = _mm_permute_ps(vW,_MM_SHUFFLE(2,2,2,2));
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vW = _mm_permute_ps(vW,_MM_SHUFFLE(3,3,3,3));
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vX = _mm_mul_ps(vX,M2.r[0]);
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vX = _mm_macc_ps(vY,M2.r[1],vX);
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vX = _mm_macc_ps(vZ,M2.r[2],vX);
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vX = _mm_macc_ps(vW,M2.r[3],vX);
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mResult.r[2] = vX;
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vW = M1.r[3];
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vX = _mm_permute_ps(vW,_MM_SHUFFLE(0,0,0,0));
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vY = _mm_permute_ps(vW,_MM_SHUFFLE(1,1,1,1));
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vZ = _mm_permute_ps(vW,_MM_SHUFFLE(2,2,2,2));
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vW = _mm_permute_ps(vW,_MM_SHUFFLE(3,3,3,3));
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vX = _mm_mul_ps(vX,M2.r[0]);
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vX = _mm_macc_ps(vY,M2.r[1],vX);
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vX = _mm_macc_ps(vZ,M2.r[2],vX);
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vX = _mm_macc_ps(vW,M2.r[3],vX);
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mResult.r[3] = vX;
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return mResult;
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}
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inline XMMATRIX XM_CALLCONV XMMatrixMultiplyTranspose
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(
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FXMMATRIX M1,
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CXMMATRIX M2
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)
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{
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// Use vW to hold the original row
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XMVECTOR vW = M1.r[0];
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// Splat the component X,Y,Z then W
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XMVECTOR vX = _mm_permute_ps(vW,_MM_SHUFFLE(0,0,0,0));
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XMVECTOR vY = _mm_permute_ps(vW,_MM_SHUFFLE(1,1,1,1));
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XMVECTOR vZ = _mm_permute_ps(vW,_MM_SHUFFLE(2,2,2,2));
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vW = _mm_permute_ps(vW,_MM_SHUFFLE(3,3,3,3));
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// Perform the operation on the first row
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vX = _mm_mul_ps(vX,M2.r[0]);
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vX = _mm_macc_ps(vY,M2.r[1],vX);
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vX = _mm_macc_ps(vZ,M2.r[2],vX);
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vX = _mm_macc_ps(vW,M2.r[3],vX);
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__m128 r0 = vX;
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// Repeat for the other 3 rows
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vW = M1.r[1];
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vX = _mm_permute_ps(vW,_MM_SHUFFLE(0,0,0,0));
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vY = _mm_permute_ps(vW,_MM_SHUFFLE(1,1,1,1));
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vZ = _mm_permute_ps(vW,_MM_SHUFFLE(2,2,2,2));
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vW = _mm_permute_ps(vW,_MM_SHUFFLE(3,3,3,3));
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vX = _mm_mul_ps(vX,M2.r[0]);
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vX = _mm_macc_ps(vY,M2.r[1],vX);
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vX = _mm_macc_ps(vZ,M2.r[2],vX);
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vX = _mm_macc_ps(vW,M2.r[3],vX);
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__m128 r1 = vX;
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vW = M1.r[2];
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vX = _mm_permute_ps(vW,_MM_SHUFFLE(0,0,0,0));
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vY = _mm_permute_ps(vW,_MM_SHUFFLE(1,1,1,1));
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vZ = _mm_permute_ps(vW,_MM_SHUFFLE(2,2,2,2));
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vW = _mm_permute_ps(vW,_MM_SHUFFLE(3,3,3,3));
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vX = _mm_mul_ps(vX,M2.r[0]);
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vX = _mm_macc_ps(vY,M2.r[1],vX);
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vX = _mm_macc_ps(vZ,M2.r[2],vX);
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vX = _mm_macc_ps(vW,M2.r[3],vX);
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__m128 r2 = vX;
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vW = M1.r[3];
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vX = _mm_permute_ps(vW,_MM_SHUFFLE(0,0,0,0));
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vY = _mm_permute_ps(vW,_MM_SHUFFLE(1,1,1,1));
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vZ = _mm_permute_ps(vW,_MM_SHUFFLE(2,2,2,2));
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vW = _mm_permute_ps(vW,_MM_SHUFFLE(3,3,3,3));
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vX = _mm_mul_ps(vX,M2.r[0]);
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vX = _mm_macc_ps(vY,M2.r[1],vX);
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vX = _mm_macc_ps(vZ,M2.r[2],vX);
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vX = _mm_macc_ps(vW,M2.r[3],vX);
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__m128 r3 = vX;
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// x.x,x.y,y.x,y.y
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XMVECTOR vTemp1 = _mm_shuffle_ps(r0,r1,_MM_SHUFFLE(1,0,1,0));
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// x.z,x.w,y.z,y.w
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XMVECTOR vTemp3 = _mm_shuffle_ps(r0,r1,_MM_SHUFFLE(3,2,3,2));
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// z.x,z.y,w.x,w.y
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XMVECTOR vTemp2 = _mm_shuffle_ps(r2,r3,_MM_SHUFFLE(1,0,1,0));
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// z.z,z.w,w.z,w.w
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XMVECTOR vTemp4 = _mm_shuffle_ps(r2,r3,_MM_SHUFFLE(3,2,3,2));
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XMMATRIX mResult;
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// x.x,y.x,z.x,w.x
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mResult.r[0] = _mm_shuffle_ps(vTemp1, vTemp2,_MM_SHUFFLE(2,0,2,0));
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// x.y,y.y,z.y,w.y
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mResult.r[1] = _mm_shuffle_ps(vTemp1, vTemp2,_MM_SHUFFLE(3,1,3,1));
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// x.z,y.z,z.z,w.z
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mResult.r[2] = _mm_shuffle_ps(vTemp3, vTemp4,_MM_SHUFFLE(2,0,2,0));
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// x.w,y.w,z.w,w.w
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mResult.r[3] = _mm_shuffle_ps(vTemp3, vTemp4,_MM_SHUFFLE(3,1,3,1));
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return mResult;
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}
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} // namespace FMA4
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} // namespace DirectX;
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