Torque3D/Engine/source/math/isa/avx2/float3.cpp

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#include "float3_dispatch.h"
#include <immintrin.h> // AVX/AVX2 intrinsics
namespace
{
typedef __m128 f32x4;
// Load 3 floats into 4-wide SIMD, zero the 4th lane
inline f32x4 v_load3(const float* p) { return _mm_set_ps(0.0f, p[2], p[1], p[0]); }
// Store 3 floats from SIMD register back to memory
inline void v_store3(float* dst, f32x4 v)
{
alignas(16) float tmp[4]; // temp storage
_mm_store_ps(tmp, v); // store all 4 lanes
dst[0] = tmp[0];
dst[1] = tmp[1];
dst[2] = tmp[2];
}
// extract just the first lane.
inline float v_extract0(f32x4 v) { return _mm_cvtss_f32(v); }
// Broadcast a single float across all 4 lanes
inline f32x4 v_set1(float s) { return _mm_set1_ps(s); }
// Element-wise multiply
inline f32x4 v_mul(f32x4 a, f32x4 b) { return _mm_mul_ps(a, b); }
// Element-wise divide fast (1/b)
inline f32x4 v_div_fast(f32x4 a, f32x4 b)
{
f32x4 rcp = _mm_rcp_ps(b);
// Optional refinement here
return _mm_mul_ps(a, rcp);
}
// Element-wise divide (to change from fast use _mm_div_ps(a,b)
inline f32x4 v_div(f32x4 a, f32x4 b) { return v_div_fast(a, b); }
// Element-wise add
inline f32x4 v_add(f32x4 a, f32x4 b) { return _mm_add_ps(a, b); }
// Element-wise subtract
inline f32x4 v_sub(f32x4 a, f32x4 b) { return _mm_sub_ps(a, b); }
// Horizontal sum of all elements (for dot product, length, etc.)
inline f32x4 v_hadd3(f32x4 a)
{
__m128 t1 = _mm_hadd_ps(a, a); // sums pairs: [a0+a1, a2+a3, ...]
__m128 t2 = _mm_hadd_ps(t1, t1); // sums again: first element = a0+a1+a2+a3
return t2;
}
float float3_dot_avx(const float* a, const float* b)
{
f32x4 va = v_load3(a);
f32x4 vb = v_load3(b);
__m128 dp = _mm_dp_ps(va, vb, 0x71); // multiply 3 (0x71), sum 3, lowest lane
return _mm_cvtss_f32(dp);
}
inline f32x4 v_cross(f32x4 a, f32x4 b)
{
f32x4 a_yzx = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 2, 1));
f32x4 b_yzx = _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 0, 2, 1));
f32x4 c = _mm_sub_ps(
_mm_mul_ps(a, b_yzx),
_mm_mul_ps(a_yzx, b)
);
return _mm_shuffle_ps(c, c, _MM_SHUFFLE(3, 0, 2, 1));
}
}
#include "float3_impl.inl"
namespace math_backend::float3::dispatch
{
// Install AVX2 backend
void install_avx2()
{
gFloat3.add = float3_add_impl;
gFloat3.sub = float3_sub_impl;
gFloat3.mul = float3_mul_impl;
gFloat3.mul_scalar = float3_mul_scalar_impl;
gFloat3.div = float3_div_impl;
gFloat3.div_scalar = float3_div_scalar_impl;
gFloat3.dot = float3_dot_avx;
gFloat3.length = float3_length_impl;
gFloat3.lengthSquared = float3_length_squared_impl;
gFloat3.normalize = float3_normalize_impl;
gFloat3.normalize_mag = float3_normalize_mag_impl;
gFloat3.lerp = float3_lerp_impl;
gFloat3.cross = float3_cross_impl;
}
}