ISA backends float3 and float4 - cleanup history squash

working for both neon32 and neon64

Update math_backend.cpp

further sse simd additions

avx2 float3 added
added normalize_magnitude
added divide fast to float3 may copy to float4

move static spheremesh to drawSphere (initialize on first use) so platform has a chance to load the math backend

all float3 and float4 functions and isas

completed all options of float3 and float4 functions in isas and math_c
neon still to be done but that will be on mac.

Update math_backend.cpp

mac isa neon update

added float3
restructured the classes to look more like the final version of the x86 classes

linux required changes

Update build-macos-clang.yml

Update build-macos-clang.yml

Revert "Update build-macos-clang.yml"

This reverts commit 29dfc567f4.

Revert "Update build-macos-clang.yml"

This reverts commit 2abad2b4ca.

Update CMakeLists.txt

fix macs stupid build

remove god awful rolling average from frame time tracker....

use intrinsic headers instead

each isa implementation now uses a header for that isa's intrinsic functions these are then used in the impl files. This will make it easier for matrix functions when those are implemented.

fixed comment saying 256 when it should be 512 for avx512

consolidated initializers for function tables

Update neon_intrinsics.h

fixes for some neon intrinsics no idea if this is the best way to do these but they work at least

v_cross is especially messy at the moment we basically just do it as a c math function need to look into getting this done correctly
This commit is contained in:
marauder2k7 2026-02-26 16:45:13 +00:00
parent 73ed502ac9
commit 67f12311d4
36 changed files with 1481 additions and 419 deletions

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@ -0,0 +1,123 @@
#pragma once
#include <cmath> // for sqrtf, etc.
#include "../mConstants.h"
// Safely loads a float3 -> simd 4 lane backend
namespace math_backend::float3
{
//----------------------------------------------------------
// Add two float4 vectors: r = a + b
inline void float3_add_impl(const float* a, const float* b, float* r)
{
f32x4 va = v_load3_vec(a);
f32x4 vb = v_load3_vec(b);
f32x4 vr = v_add(va, vb);
v_store3(r, vr);
}
// Subtract: r = a - b
inline void float3_sub_impl(const float* a, const float* b, float* r)
{
f32x4 va = v_load3_vec(a);
f32x4 vb = v_load3_vec(b);
f32x4 vr = v_sub(va, vb);
v_store3(r, vr);
}
// Multiply element-wise: r = a * b
inline void float3_mul_impl(const float* a, const float* b, float* r)
{
f32x4 va = v_load3_vec(a);
f32x4 vb = v_load3_vec(b);
f32x4 vr = v_mul(va, vb);
v_store3(r, vr);
}
// Multiply by scalar: r = a * s
inline void float3_mul_scalar_impl(const float* a, float s, float* r)
{
f32x4 va = v_load3_vec(a);
f32x4 vs = v_set1(s);
f32x4 vr = v_mul(va, vs);
v_store3(r, vr);
}
// Divide element-wise: r = a / b
inline void float3_div_impl(const float* a, const float* b, float* r)
{
f32x4 va = v_load3_vec(a);
f32x4 vb = v_load3_vec(b);
f32x4 vr = v_div(va, vb);
v_store3(r, vr);
}
// Divide by scalar: r = a / s
inline void float3_div_scalar_impl(const float* a, float s, float* r)
{
f32x4 va = v_load3_vec(a);
f32x4 vs = v_set1(s);
f32x4 vr = v_div(va, vs);
v_store3(r, vr);
}
// Dot product: returns scalar
inline float float3_dot_impl(const float* a, const float* b)
{
f32x4 va = v_load3_vec(a);
f32x4 vb = v_load3_vec(b);
f32x4 vdot = v_dot3(va, vb);
return v_extract0(vdot); // first lane is the sum of 3 elements
}
// Length squared
inline float float3_length_squared_impl(const float* a)
{
return float3_dot_impl(a, a);
}
// Length
inline float float3_length_impl(const float* a)
{
return std::sqrt(float3_length_squared_impl(a));
}
// Normalize in-place
inline void float3_normalize_impl(float* a)
{
f32x4 va = v_load3_vec(a);
f32x4 invLen = v_rsqrt_nr(v_dot3(va, va)); // fully abstracted
f32x4 vnorm = v_mul(va, invLen);
v_store3(a, vnorm);
}
// Normalize with magnitude: r = normalize(a) * r
inline void float3_normalize_mag_impl(float* a, float r)
{
f32x4 va = v_load3_vec(a);
// invLen = r / sqrt(dot(a,a)) = r * rsqrt(dot(a,a))
f32x4 invLen = v_mul(v_set1(r), v_rsqrt_nr(v_dot3(va, va)));
f32x4 vnorm = v_mul(va, invLen);
v_store(a, vnorm);
}
// Linear interpolation: r = from + (to - from) * f
inline void float3_lerp_impl(const float* from, const float* to, float f, float* r)
{
f32x4 vfrom = v_load3_vec(from);
f32x4 vto = v_load3_vec(to);
f32x4 vf = v_set1(f);
f32x4 vr = v_add(vfrom, v_mul(vf, v_sub(vto, vfrom)));
v_store3(r, vr);
}
inline void float3_cross_impl(const float* a, const float* b, float* r)
{
f32x4 va = v_load3_vec(a);
f32x4 vb = v_load3_vec(b);
f32x4 vcross = v_cross(va, vb);
v_store3(r, vcross);
}
}

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@ -1,60 +0,0 @@
#include "math/public/float4_dispatch.h"
#include "math/mConstants.h"
#include <math.h>
namespace math_backend::float4::dispatch
{
void install_scalar()
{
gFloat4.add = [](const float* a, const float* b, float* r) {
for (int i = 0; i < 4; i++) r[i] = a[i] + b[i];
};
gFloat4.sub = [](const float* a, const float* b, float* r) {
for (int i = 0; i < 4; i++) r[i] = a[i] - b[i];
};
gFloat4.mul = [](const float* a, const float* b, float* r) {
for (int i = 0; i < 4; i++) r[i] = a[i] * b[i];
};
gFloat4.mul_scalar = [](const float* a, float s, float* r) {
for (int i = 0; i < 4; i++) r[i] = a[i] * s;
};
gFloat4.div = [](const float* a, const float* b, float* r) {
for (int i = 0; i < 4; i++) r[i] = a[i] / b[i];
};
gFloat4.div_scalar = [](const float* a, float s, float* r) {
for (int i = 0; i < 4; i++) r[i] = a[i] / s;
};
gFloat4.dot = [](const float* a, const float* b) {
float sum = 0.f;
for (int i = 0; i < 4; i++) sum += a[i] * b[i];
return sum;
};
gFloat4.length = [](const float* a) {
float sum = 0.f;
for (int i = 0; i < 4; i++) sum += a[i] * a[i];
return sqrtf(sum);
};
gFloat4.lengthSquared = [](const float* a) {
float sum = 0.f;
for (int i = 0; i < 4; i++) sum += a[i] * a[i];
return (sum);
};
gFloat4.normalize = [](float* a) {
float len = gFloat4.length(a);
if (len > POINT_EPSILON) for (int i = 0; i < 4; i++) a[i] /= len;
};
gFloat4.lerp = [](const float* from, const float* to, float f, float* r) {
for (int i = 0; i < 4; i++) r[i] = from[i] + (to[i] - from[i]) * f;
};
}
}

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@ -65,8 +65,8 @@ namespace math_backend::float4
{
f32x4 va = v_load(a);
f32x4 vb = v_load(b);
f32x4 vmul = v_mul(va, vb);
return v_hadd4(vmul);
f32x4 vdot = v_dot4(va, vb); // calls ISA-specific implementation
return v_extract0(vdot);
}
// Length squared
@ -84,21 +84,22 @@ namespace math_backend::float4
// Normalize in-place
inline void float4_normalize_impl(float* a)
{
float len = float4_length_impl(a);
if (len > POINT_EPSILON) // safe threshold
{
float4_mul_scalar_impl(a, 1.0f / len, a);
}
f32x4 va = v_load(a);
f32x4 invLen = v_rsqrt_nr(v_dot4(va, va)); // fully abstracted
f32x4 vnorm = v_mul(va, invLen);
v_store(a, vnorm);
}
// Normalize with magnitude: r = normalize(a) * r
inline void float4_normalize_mag_impl(float* a, float r)
{
float len = float4_length_impl(a);
if (len > POINT_EPSILON)
{
float4_mul_scalar_impl(a, r / len, a);
}
f32x4 va = v_load(a);
// invLen = r / sqrt(dot(a,a)) = r * rsqrt(dot(a,a))
f32x4 invLen = v_mul(v_set1(r), v_rsqrt_nr(v_dot4(va, va)));
f32x4 vnorm = v_mul(va, invLen);
v_store(a, vnorm);
}
// Linear interpolation: r = from + (to - from) * f
@ -111,4 +112,12 @@ namespace math_backend::float4
v_store(r, vr);
}
inline void float4_cross_impl(const float* a, const float* b, float* r)
{
f32x4 va = v_load(a);
f32x4 vb = v_load(b);
f32x4 vcross = v_cross(va, vb);
v_store(r, vcross);
}
} // namespace math_backend::float4

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@ -0,0 +1,208 @@
#include "math/public/float4_dispatch.h"
#include "math/public/float3_dispatch.h"
#include "math/public/mat44_dispatch.h"
#include "math/mConstants.h"
#include <cmath> // for sqrtf, etc.
namespace math_backend::float4::dispatch
{
void install_scalar()
{
gFloat4.add = [](const float* a, const float* b, float* r) {
for (int i = 0; i < 4; i++) r[i] = a[i] + b[i];
};
gFloat4.sub = [](const float* a, const float* b, float* r) {
for (int i = 0; i < 4; i++) r[i] = a[i] - b[i];
};
gFloat4.mul = [](const float* a, const float* b, float* r) {
for (int i = 0; i < 4; i++) r[i] = a[i] * b[i];
};
gFloat4.mul_scalar = [](const float* a, float s, float* r) {
for (int i = 0; i < 4; i++) r[i] = a[i] * s;
};
gFloat4.div = [](const float* a, const float* b, float* r) {
for (int i = 0; i < 4; i++) r[i] = a[i] / b[i];
};
gFloat4.div_scalar = [](const float* a, float s, float* r) {
float denom = 1.0f / s;
for (int i = 0; i < 4; i++) r[i] = a[i] * denom;
};
gFloat4.dot = [](const float* a, const float* b) {
float sum = 0.f;
for (int i = 0; i < 4; i++) sum += a[i] * b[i];
return sum;
};
gFloat4.length = [](const float* a) {
float sum = 0.f;
for (int i = 0; i < 4; i++) sum += a[i] * a[i];
return std::sqrt(sum);
};
gFloat4.lengthSquared = [](const float* a) {
float sum = 0.f;
for (int i = 0; i < 4; i++) sum += a[i] * a[i];
return (sum);
};
gFloat4.normalize = [](float* a) {
float len = gFloat4.length(a);
if (len > POINT_EPSILON)
{
float denom = 1.0f / len;
for (int i = 0; i < 4; i++)
a[i] *= denom;
}
};
gFloat4.normalize_mag = [](float* a, float f) {
float len = gFloat4.length(a);
if (len > POINT_EPSILON)
{
float denom = f / len;
for (int i = 0; i < 4; i++) a[i] *= denom;
}
};
gFloat4.lerp = [](const float* from, const float* to, float f, float* r) {
for (int i = 0; i < 4; i++) r[i] = from[i] + (to[i] - from[i]) * f;
};
gFloat4.cross = [](const float* a, const float* b, float* r) {
const float ax = a[0];
const float ay = a[1];
const float az = a[2];
const float bx = b[0];
const float by = b[1];
const float bz = b[2];
r[0] = ay * bz - az * by;
r[1] = az * bx - ax * bz;
r[2] = ax * by - ay * bx;
};
}
}
namespace math_backend::float3::dispatch
{
void install_scalar()
{
gFloat3.add = [](const float* a, const float* b, float* r) {
for (int i = 0; i < 3; i++) r[i] = a[i] + b[i];
};
gFloat3.sub = [](const float* a, const float* b, float* r) {
for (int i = 0; i < 3; i++) r[i] = a[i] - b[i];
};
gFloat3.mul = [](const float* a, const float* b, float* r) {
for (int i = 0; i < 3; i++) r[i] = a[i] * b[i];
};
gFloat3.mul_scalar = [](const float* a, float s, float* r) {
for (int i = 0; i < 3; i++) r[i] = a[i] * s;
};
gFloat3.div = [](const float* a, const float* b, float* r) {
for (int i = 0; i < 3; i++) r[i] = a[i] / b[i];
};
gFloat3.div_scalar = [](const float* a, float s, float* r) {
float denom = 1.0f / s;
for (int i = 0; i < 3; i++) r[i] = a[i] * denom;
};
gFloat3.dot = [](const float* a, const float* b) {
float sum = 0.f;
for (int i = 0; i < 3; i++) sum += a[i] * b[i];
return sum;
};
gFloat3.length = [](const float* a) {
float sum = 0.f;
for (int i = 0; i < 3; i++) sum += a[i] * a[i];
return std::sqrt(sum);
};
gFloat3.lengthSquared = [](const float* a) {
float sum = 0.f;
for (int i = 0; i < 3; i++) sum += a[i] * a[i];
return (sum);
};
gFloat3.normalize = [](float* a) {
float len = gFloat3.length(a);
if (len > POINT_EPSILON)
{
float denom = 1.0 / len;
for (int i = 0; i < 3; i++) a[i] *= denom;
}
};
gFloat3.normalize_mag = [](float* a, float f) {
float len = gFloat3.length(a);
if (len > POINT_EPSILON)
{
float denom = f / len;
for (int i = 0; i < 3; i++) a[i] *= denom;
}
};
gFloat3.lerp = [](const float* from, const float* to, float f, float* r) {
for (int i = 0; i < 3; i++) r[i] = from[i] + (to[i] - from[i]) * f;
};
gFloat3.cross = [](const float* a, const float* b, float* r) {
const float ax = a[0];
const float ay = a[1];
const float az = a[2];
const float bx = b[0];
const float by = b[1];
const float bz = b[2];
r[0] = ay * bz - az * by;
r[1] = az * bx - ax * bz;
r[2] = ax * by - ay * bx;
};
}
}
inline void swap(float& a, float& b)
{
float temp = a;
a = b;
b = temp;
}
namespace math_backend::mat44::dispatch
{
void install_scalar()
{
gMat44.transpose = [](float* a) {
swap(a[1], a[4]);
swap(a[2], a[8]);
swap(a[3], a[12]);
swap(a[6], a[9]);
swap(a[7], a[13]);
swap(a[11], a[14]);
};
gMat44.scale = [](float* a, const float* s) {
// Note, doesn't allow scaling w...
a[0] *= s[0]; a[1] *= s[1]; a[2] *= s[2];
a[4] *= s[0]; a[5] *= s[1]; a[6] *= s[2];
a[8] *= s[0]; a[9] *= s[1]; a[10] *= s[2];
a[12] *= s[0]; a[13] *= s[1]; a[14] *= s[2];
};
}
}