mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
136 lines
4.3 KiB
C++
136 lines
4.3 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// This file is Mac specific.
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#if defined( __APPLE__ )
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#include <vecLib/vecLib.h>
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#include "math/mMathFn.h"
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#include "console/console.h"
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#include "platform/profiler.h"
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#if defined( __VEC__ )
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// tests show BLAS to be about 4x slower than aligned altivec, 3x slower than unaligned altivec code below.
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/// Altivec 4x4 Matrix multiplication.
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/// Most of our time is spent moving data in & out of the vector registers.
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/// Alignment of the matrix data to 16-byte boundaries is very important,
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/// because we get a much better speed gain if we can assume the data is aligned.
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void vec_MatrixF_x_MatrixF(const F32 *matA, const F32 *matB, F32 *result)
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{
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vector F32 A[4][1];
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vector F32 B[4][1];
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vector F32 C[4][1];
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/// If the incoming pointers are not 16-byte aligned, we have to load & store the slow way.
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if((int)matA & 0xF || (int)matB & 0xF || (int)result & 0xF)
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{
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F32 *loader;
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loader = (F32*) &A;
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loader[0] = matA[0];
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loader[1] = matA[1];
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loader[2] = matA[2];
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loader[3] = matA[3];
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loader[4] = matA[4];
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loader[5] = matA[5];
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loader[6] = matA[6];
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loader[7] = matA[7];
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loader[8] = matA[8];
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loader[9] = matA[9];
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loader[10] = matA[10];
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loader[11] = matA[11];
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loader[12] = matA[12];
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loader[13] = matA[13];
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loader[14] = matA[14];
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loader[15] = matA[15];
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loader = (F32*) &B;
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loader[0] = matB[0];
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loader[1] = matB[1];
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loader[2] = matB[2];
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loader[3] = matB[3];
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loader[4] = matB[4];
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loader[5] = matB[5];
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loader[6] = matB[6];
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loader[7] = matB[7];
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loader[8] = matB[8];
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loader[9] = matB[9];
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loader[10] = matB[10];
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loader[11] = matB[11];
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loader[12] = matB[12];
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loader[13] = matB[13];
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loader[14] = matB[14];
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loader[15] = matB[15];
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vMultMatMat_4x4( A, B, C);
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loader = (F32*) &C;
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result[0] = loader[0];
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result[1] = loader[1];
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result[2] = loader[2];
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result[3] = loader[3];
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result[4] = loader[4];
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result[5] = loader[5];
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result[6] = loader[6];
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result[7] = loader[7];
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result[8] = loader[8];
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result[9] = loader[9];
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result[10] = loader[10];
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result[11] = loader[11];
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result[12] = loader[12];
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result[13] = loader[13];
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result[14] = loader[14];
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result[15] = loader[15];
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}
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else
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{
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A[0][0] = vec_ld(0, matA);
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A[1][0] = vec_ld(16, matA);
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A[2][0] = vec_ld(32, matA);
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A[3][0] = vec_ld(48, matA);
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B[0][0] = vec_ld(0, matB);
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B[1][0] = vec_ld(16, matB);
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B[2][0] = vec_ld(32, matB);
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B[3][0] = vec_ld(48, matB);
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vMultMatMat_4x4( A, B, C);
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vec_st(C[0][0], 0, result);
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vec_st(C[1][0], 16, result);
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vec_st(C[2][0], 32, result);
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vec_st(C[3][0], 48, result);
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}
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}
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void mInstallLibrary_Vec()
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{
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m_matF_x_matF = vec_MatrixF_x_MatrixF;
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}
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#else // defined(__VEC__)
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void mInstallLibrary_Vec()
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{
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Con::warnf("Cannot use altivec math, this build does not support altivec.");
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}
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#endif// defined(__VEC__)
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#endif// defined(__APPLE__)
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