#include "float3_dispatch.h" #include // SSE41 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 inline f32x4 v_div(f32x4 a, f32x4 b) { return _mm_div_ps(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 4 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 t1; // extract first element } // specialized dot product for SSE4.1 float float3_dot_sse41(const float* a, const float* b) { f32x4 va = _mm_loadu_ps(a); f32x4 vb = _mm_loadu_ps(b); __m128 dp = _mm_dp_ps(va, vb, 0x71); // multiply all 4, sum all 4, 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 SSE41 backend void install_sse41() { 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_sse41; 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; } }