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https://github.com/TorqueGameEngines/Torque3D.git
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moar changes
mac implementation had _mm_div (x86 intrinsic)
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parent
ea5442a6c6
commit
25ccdde085
9 changed files with 248 additions and 16 deletions
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@ -1,5 +1,6 @@
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#pragma once
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#include <cmath> // for sqrtf, etc.
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#include "../mConstants.h"
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namespace math_backend::float4
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{
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@ -46,7 +47,7 @@ namespace math_backend::float4
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{
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f32x4 va = v_load(a);
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f32x4 vb = v_load(b);
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f32x4 vr = _mm_div_ps(va, vb);
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f32x4 vr = v_div(va, vb);
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v_store(r, vr);
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}
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@ -84,7 +85,7 @@ namespace math_backend::float4
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inline void float4_normalize_impl(float* a)
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{
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float len = float4_length_impl(a);
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if (len > 1e-6f) // safe threshold
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if (len > POINT_EPSILON) // safe threshold
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{
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float4_mul_scalar_impl(a, 1.0f / len, a);
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}
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@ -94,7 +95,7 @@ namespace math_backend::float4
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inline void float4_normalize_mag_impl(float* a, float r)
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{
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float len = float4_length_impl(a);
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if (len > 1e-6f)
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if (len > POINT_EPSILON)
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{
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float4_mul_scalar_impl(a, r / len, a);
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}
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67
Engine/source/math/isa/avx/float4.cpp
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67
Engine/source/math/isa/avx/float4.cpp
Normal file
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@ -0,0 +1,67 @@
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#include "float4_dispatch.h"
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#include <immintrin.h> // AVX/AVX2 intrinsics
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namespace
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{
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typedef __m128 f32x4;
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// Load 4 floats from memory into a SIMD register
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inline f32x4 v_load(const float* p) { return _mm_loadu_ps(p); }
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// Store 4 floats from SIMD register back to memory
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inline void v_store(float* dst, f32x4 v) { _mm_storeu_ps(dst, v); }
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// Broadcast a single float across all 4 lanes
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inline f32x4 v_set1(float s) { return _mm_set1_ps(s); }
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// Element-wise multiply
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inline f32x4 v_mul(f32x4 a, f32x4 b) { return _mm_mul_ps(a, b); }
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// Element-wise divide
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inline f32x4 v_div(f32x4 a, f32x4 b) { return _mm_div_ps(a, b); }
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// Element-wise add
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inline f32x4 v_add(f32x4 a, f32x4 b) { return _mm_add_ps(a, b); }
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// Element-wise subtract
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inline f32x4 v_sub(f32x4 a, f32x4 b) { return _mm_sub_ps(a, b); }
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// Horizontal sum of all 4 elements (for dot product, length, etc.)
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inline float v_hadd4(f32x4 a)
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{
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__m128 t1 = _mm_hadd_ps(a, a); // sums pairs: [a0+a1, a2+a3, ...]
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__m128 t2 = _mm_hadd_ps(t1, t1); // sums again: first element = a0+a1+a2+a3
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return _mm_cvtss_f32(t2); // extract first element
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}
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// specialized dot product for AVX
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float float4_dot_avx(const float* a, const float* b)
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{
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f32x4 va = _mm_loadu_ps(a);
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f32x4 vb = _mm_loadu_ps(b);
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__m128 dp = _mm_dp_ps(va, vb, 0xF1); // multiply all 4, sum all 4, lowest lane
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return _mm_cvtss_f32(dp);
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}
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}
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#include "float4_impl.inl"
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namespace math_backend::float4::dispatch
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{
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// Install AVX backend
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void install_avx()
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{
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gFloat4.add = float4_add_impl;
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gFloat4.sub = float4_sub_impl;
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gFloat4.mul = float4_mul_impl;
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gFloat4.mul_scalar = float4_mul_scalar_impl;
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gFloat4.div = float4_div_impl;
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gFloat4.div_scalar = float4_div_scalar_impl;
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gFloat4.dot = float4_dot_avx;
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gFloat4.length = float4_length_impl;
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gFloat4.lengthSquared = float4_length_squared_impl;
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gFloat4.normalize = float4_normalize_impl;
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gFloat4.lerp = float4_lerp_impl;
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}
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}
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@ -34,6 +34,15 @@ namespace
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__m128 t2 = _mm_hadd_ps(t1, t1); // sums again: first element = a0+a1+a2+a3
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return _mm_cvtss_f32(t2); // extract first element
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}
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// specialized dot product for AVX
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float float4_dot_avx(const float* a, const float* b)
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{
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f32x4 va = _mm_loadu_ps(a);
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f32x4 vb = _mm_loadu_ps(b);
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__m128 dp = _mm_dp_ps(va, vb, 0xF1); // multiply all 4, sum all 4, lowest lane
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return _mm_cvtss_f32(dp);
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}
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}
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#include "float4_impl.inl"
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@ -49,7 +58,7 @@ namespace math_backend::float4::dispatch
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gFloat4.mul_scalar = float4_mul_scalar_impl;
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gFloat4.div = float4_div_impl;
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gFloat4.div_scalar = float4_div_scalar_impl;
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gFloat4.dot = float4_dot_impl;
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gFloat4.dot = float4_dot_avx;
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gFloat4.length = float4_length_impl;
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gFloat4.lengthSquared = float4_length_squared_impl;
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gFloat4.normalize = float4_normalize_impl;
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@ -40,19 +40,19 @@ namespace
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namespace math_backend::float4::dispatch
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{
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// Install AVX2 backend
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// Install SSE2 backend
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void install_sse2()
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{
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gFloat4.add = float4_add_impl;
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gFloat4.sub = float4_sub_impl;
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gFloat4.mul = float4_mul_impl;
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gFloat4.mul_scalar = float4_mul_scalar_impl;
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gFloat4.div = float4_div_impl;
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gFloat4.div_scalar = float4_div_scalar_impl;
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gFloat4.dot = float4_dot_impl;
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gFloat4.length = float4_length_impl;
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gFloat4.add = float4_add_impl;
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gFloat4.sub = float4_sub_impl;
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gFloat4.mul = float4_mul_impl;
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gFloat4.mul_scalar = float4_mul_scalar_impl;
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gFloat4.div = float4_div_impl;
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gFloat4.div_scalar = float4_div_scalar_impl;
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gFloat4.dot = float4_dot_impl;
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gFloat4.length = float4_length_impl;
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gFloat4.lengthSquared = float4_length_squared_impl;
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gFloat4.normalize = float4_normalize_impl;
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gFloat4.lerp = float4_lerp_impl;
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gFloat4.normalize = float4_normalize_impl;
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gFloat4.lerp = float4_lerp_impl;
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}
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}
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67
Engine/source/math/isa/sse41/float4.cpp
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67
Engine/source/math/isa/sse41/float4.cpp
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#include "float4_dispatch.h"
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#include <smmintrin.h> // SSE41 intrinsics
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namespace
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{
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typedef __m128 f32x4;
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// Load 4 floats from memory into a SIMD register
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inline f32x4 v_load(const float* p) { return _mm_loadu_ps(p); }
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// Store 4 floats from SIMD register back to memory
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inline void v_store(float* dst, f32x4 v) { _mm_storeu_ps(dst, v); }
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// Broadcast a single float across all 4 lanes
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inline f32x4 v_set1(float s) { return _mm_set1_ps(s); }
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// Element-wise multiply
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inline f32x4 v_mul(f32x4 a, f32x4 b) { return _mm_mul_ps(a, b); }
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// Element-wise divide
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inline f32x4 v_div(f32x4 a, f32x4 b) { return _mm_div_ps(a, b); }
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// Element-wise add
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inline f32x4 v_add(f32x4 a, f32x4 b) { return _mm_add_ps(a, b); }
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// Element-wise subtract
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inline f32x4 v_sub(f32x4 a, f32x4 b) { return _mm_sub_ps(a, b); }
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// Horizontal sum of all 4 elements (for dot product, length, etc.)
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inline float v_hadd4(f32x4 a)
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{
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__m128 t1 = _mm_hadd_ps(a, a); // sums pairs: [a0+a1, a2+a3, ...]
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__m128 t2 = _mm_hadd_ps(t1, t1); // sums again: first element = a0+a1+a2+a3
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return _mm_cvtss_f32(t2); // extract first element
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}
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// specialized dot product for SSE4.1
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float float4_dot_sse41(const float* a, const float* b)
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{
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f32x4 va = _mm_loadu_ps(a);
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f32x4 vb = _mm_loadu_ps(b);
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__m128 dp = _mm_dp_ps(va, vb, 0xF1); // multiply all 4, sum all 4, lowest lane
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return _mm_cvtss_f32(dp);
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}
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}
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#include "float4_impl.inl"
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namespace math_backend::float4::dispatch
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{
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// Install SSE41 backend
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void install_sse41()
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{
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gFloat4.add = float4_add_impl;
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gFloat4.sub = float4_sub_impl;
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gFloat4.mul = float4_mul_impl;
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gFloat4.mul_scalar = float4_mul_scalar_impl;
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gFloat4.div = float4_div_impl;
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gFloat4.div_scalar = float4_div_scalar_impl;
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gFloat4.dot = float4_dot_sse41;
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gFloat4.length = float4_length_impl;
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gFloat4.lengthSquared = float4_length_squared_impl;
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gFloat4.normalize = float4_normalize_impl;
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gFloat4.lerp = float4_lerp_impl;
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}
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}
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@ -1,4 +1,8 @@
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#pragma once
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#ifndef _FLOAT4_DISPATCH_H_
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#define _FLOAT4_DISPATCH_H_
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#include <cstdint>
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namespace math_backend::float4::dispatch
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// Centralized installer (engine calls this once)
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void install_preferred();
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}
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#endif // !_FLOAT4_DISPATCH_H_
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53
Engine/source/math/public/math_backend.cpp
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53
Engine/source/math/public/math_backend.cpp
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#pragma once
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#include "math/public/math_backend.h"
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math_backend::backend math_backend::choose_backend(U32 cpu_flags)
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{
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#if defined(__x86_64__) || defined(_M_X64) || defined(_M_IX86)
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if (cpu_flags & CPU_PROP_AVX2) return backend::avx2;
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if (cpu_flags & CPU_PROP_AVX) return backend::avx;
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if (cpu_flags & CPU_PROP_SSE4_1) return backend::sse41;
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if (cpu_flags & CPU_PROP_SSE2) return backend::sse2;
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#elif defined(__aarch64__) || defined(__ARM_NEON)
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if (cpu_flags & CPU_NEON) return backend::neon;
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#endif
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return backend::scalar;
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}
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void math_backend::install_from_cpu_flags(uint32_t cpu_flags)
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{
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{
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g_backend = choose_backend(cpu_flags);
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switch (g_backend)
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{
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case backend::avx2:
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float4::dispatch::install_avx2();
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break;
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case backend::avx:
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//float4::dispatch::install_avx();
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break;
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case backend::sse41:
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float4::dispatch::install_sse41();
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break;
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case backend::sse2:
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float4::dispatch::install_sse2();
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break;
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case backend::neon:
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float4::dispatch::install_neon();
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break;
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default:
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float4::dispatch::install_scalar();
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break;
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}
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}
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}
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27
Engine/source/math/public/math_backend.h
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27
Engine/source/math/public/math_backend.h
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#pragma once
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#ifndef _MCONSTANTS_H_
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#include "math/mConstants.h"
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#endif
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#ifndef _PLATFORMASSERT_H_
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#include "platform/platformAssert.h"
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#endif
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#ifndef _FLOAT4_DISPATCH_H_
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#include "math/public/float4_dispatch.h"
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#endif
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namespace math_backend
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{
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enum class backend
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{
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scalar,
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sse2,
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sse41,
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avx,
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avx2,
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neon
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};
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static backend g_backend = backend::scalar;
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backend choose_backend(U32 cpu_flags);
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void install_from_cpu_flags(uint32_t cpu_flags);
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}
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