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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 commit29dfc567f4. Revert "Update build-macos-clang.yml" This reverts commit2abad2b4ca. 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
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36 changed files with 1481 additions and 419 deletions
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@ -1,49 +1,5 @@
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#include "sse41_intrinsics.h"
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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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@ -58,10 +14,12 @@ 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_sse41;
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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.normalize_mag = float4_normalize_mag_impl;
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gFloat4.lerp = float4_lerp_impl;
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gFloat4.cross = float4_cross_impl;
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}
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}
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