mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-20 12:50:57 +00:00
added float3 restructured the classes to look more like the final version of the x86 classes
84 lines
2.8 KiB
C++
84 lines
2.8 KiB
C++
#include "float4_dispatch.h"
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#include <arm_neon.h> // NEON intrinsics
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namespace
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{
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typedef float32x4_t 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 vld1q_f32(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) { vst1q_f32(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 vdupq_n_f32(s); }
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// Element-wise multiply
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inline f32x4 v_mul(f32x4 a, f32x4 b) { return vmulq_f32(a, b); }
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// Element-wise divide (approximate fast reciprocal)
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inline f32x4 v_div(f32x4 a, f32x4 b)
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{
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float32x4_t rcp = vrecpeq_f32(b);
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// Refine reciprocal for better precision
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rcp = vmulq_f32(vrecpsq_f32(b, rcp), rcp);
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return vmulq_f32(a, rcp);
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}
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// Element-wise add
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inline f32x4 v_add(f32x4 a, f32x4 b) { return vaddq_f32(a, b); }
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// Element-wise subtract
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inline f32x4 v_sub(f32x4 a, f32x4 b) { return vsubq_f32(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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float32x2_t sum_pair = vadd_f32(vget_low_f32(a), vget_high_f32(a)); // add pairs [a0+a2, a1+a3]
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float32x2_t sum = vpadd_f32(sum_pair, sum_pair); // horizontal add: total sum
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return vget_lane_f32(sum, 0);
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}
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// Optimized cross product for float4 (w component preserved)
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inline f32x4 v_cross(f32x4 a, f32x4 b)
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{
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// Extract xyz as separate registers
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float32x4_t a_yzx = vextq_f32(a, a, 1); // rotate left: y,z,x,w
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float32x4_t b_yzx = vextq_f32(b, b, 1);
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float32x4_t mul1 = vmulq_f32(a, b_yzx);
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float32x4_t mul2 = vmulq_f32(a_yzx, b);
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float32x4_t c = vsubq_f32(mul1, mul2);
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// Rotate back to x,y,z and keep w from original 'a'
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float32x4_t xyz = vextq_f32(c, c, 3); // x,y,z in lanes 0..2
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float32x4_t result = vsetq_lane_f32(vgetq_lane_f32(a, 3), xyz, 3); // preserve w
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return result;
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}
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}
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#include "float4_impl.inl"
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namespace math_backend::float4::dispatch
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{
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// Install NEON64 backend
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void install_neon()
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{
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gFloat4.add = float4_add_impl;
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gFloat4.sub = float4_sub_impl;
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gFloat4.mul = float4_mul_impl;
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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_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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