most matrix functions are converted over, no benefit to converting over the project/ortho because they would be scalar anyway but may need to move them regardless.
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
TransformF can take 7 or 3 values so on false just set position for now. We may need to change ParseProperty to return a count for such cases as this and be able to tell whether its just position, rotation or both being set
Multiple fixes in files sent by Az but matrix look at function was creating a view matrix that messed up the capture.
Look at function for matrix now returns the correct matrix and bakes looking better
new /= operator in point4f
_calcClipSpaceAABB in pssm no longer uses radius just transform points into light space and do min max
_roundProjection matrix also optimized.
the key part of this issue was to invert the order we were baking the faces. Not much of a fix but it works better than before need to get a proper fix implement
the way the issue is copying X+ into every other face but isnt doing it in the reverse order means the rtv for face 0 must be being replicated into all other faces.
further tests showed issues with inverse function, now to better match what was originally happening, the inverse only happens on the 3x3 portion of the matrix and translation is handled separately.
Frustum test now uses more real world examples of a projection matrix. Test for the full unproject stack of math to test its result as unproject was where the issue about inverse originated
added more unit tests to match values between templated and matrix
tests showed discrepancies in affineInverse, fixed the function to return what is expected.
apparently templated classes need all functions to be inline, otherwise unresolved symbols
macro for switching between matrixf and templated
few functions that were missed