Torque3D/Engine/source/math/isa/avx2/float4.cpp
marauder2k7 f0a3251cd3 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.
2026-02-27 11:28:51 +00:00

90 lines
2.8 KiB
C++

#include "float4_dispatch.h"
#include <immintrin.h> // AVX/AVX2 intrinsics
namespace
{
typedef __m128 f32x4;
// Load 4 floats from memory into a SIMD register
inline f32x4 v_load(const float* p) { return _mm_loadu_ps(p); }
// Store 4 floats from SIMD register back to memory
inline void v_store(float* dst, f32x4 v) { _mm_storeu_ps(dst, 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 fast (1/b)
inline f32x4 v_div_fast(f32x4 a, f32x4 b)
{
f32x4 rcp = _mm_rcp_ps(b);
// Optional refinement here
return _mm_mul_ps(a, rcp);
}
// Element-wise divide (to change from fast use _mm_div_ps(a,b)
inline f32x4 v_div(f32x4 a, f32x4 b) { return v_div_fast(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 float v_hadd4(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 _mm_cvtss_f32(t2); // extract first element
}
// specialized dot product for AVX
float float4_dot_avx(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, 0xF1); // 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 "float4_impl.inl"
namespace math_backend::float4::dispatch
{
// Install AVX2 backend
void install_avx2()
{
gFloat4.add = float4_add_impl;
gFloat4.sub = float4_sub_impl;
gFloat4.mul = float4_mul_impl;
gFloat4.mul_scalar = float4_mul_scalar_impl;
gFloat4.div = float4_div_impl;
gFloat4.div_scalar = float4_div_scalar_impl;
gFloat4.dot = float4_dot_avx;
gFloat4.length = float4_length_impl;
gFloat4.lengthSquared = float4_length_squared_impl;
gFloat4.normalize = float4_normalize_impl;
gFloat4.normalize_mag = float4_normalize_mag_impl;
gFloat4.lerp = float4_lerp_impl;
gFloat4.cross = float4_cross_impl;
}
}