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https://github.com/g-truc/glm.git
synced 2026-10-22 08:50:40 +00:00
SIMD dot product and normalization changes (#1427)
* added aligned_highp/medp normalization
This commit is contained in:
@@ -1,4 +1,4 @@
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/// @ref core
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/// @ref core
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/// @file glm/detail/func_geometric_simd.inl
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#include "../simd/geometric.h"
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@@ -40,9 +40,7 @@ namespace detail
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{
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GLM_FUNC_QUALIFIER static float call(vec<3, float, Q> const& a, vec<3, float, Q> const& b)
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{
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vec<4, float, Q> aa = xyz0(a);
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vec<4, float, Q> bb = xyz0(b);
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return _mm_cvtss_f32(glm_vec1_dot(aa.data, bb.data));
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return _mm_cvtss_f32(glm_vec3_dot(a.data, b.data)); // aligned as vec4
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}
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};
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@@ -68,6 +66,28 @@ namespace detail
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}
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};
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template<>
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struct compute_normalize<4, float, aligned_lowp, true>
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{
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GLM_FUNC_QUALIFIER static vec<4, float, aligned_lowp> call(vec<4, float, aligned_lowp> const& v)
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{
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vec<4, float, aligned_lowp> Result;
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Result.data = glm_vec4_normalize(v.data);
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return Result;
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}
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};
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template<>
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struct compute_normalize<3, float, aligned_lowp, true>
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{
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GLM_FUNC_QUALIFIER static vec<3, float, aligned_lowp> call(vec<3, float, aligned_lowp> const& v)
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{
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vec<3, float, aligned_lowp> Result;
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Result.data = glm_vec3_normalize_lowp(v.data);
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return Result;
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}
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};
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template<qualifier Q>
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struct compute_normalize<4, float, Q, true>
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{
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@@ -79,6 +99,17 @@ namespace detail
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}
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};
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template<qualifier Q>
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struct compute_normalize<3, float, Q, true>
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{
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GLM_FUNC_QUALIFIER static vec<3, float, Q> call(vec<3, float, Q> const& v)
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{
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vec<3, float, Q> Result;
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Result.data = glm_vec3_normalize(v.data);
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return Result;
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}
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};
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template<qualifier Q>
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struct compute_faceforward<4, float, Q, true>
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{
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@@ -1,4 +1,4 @@
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/// @ref simd
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/// @ref simd
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/// @file glm/simd/geometric.h
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#pragma once
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@@ -26,7 +26,7 @@ GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_distance(glm_vec4 p0, glm_vec4 p1)
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GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_dot(glm_vec4 v1, glm_vec4 v2)
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{
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# if GLM_ARCH & GLM_ARCH_AVX_BIT
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# if GLM_ARCH & GLM_ARCH_SSE41_BIT
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return _mm_dp_ps(v1, v2, 0xff);
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# elif GLM_ARCH & GLM_ARCH_SSE3_BIT
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glm_vec4 const mul0 = _mm_mul_ps(v1, v2);
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@@ -43,9 +43,33 @@ GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_dot(glm_vec4 v1, glm_vec4 v2)
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# endif
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}
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GLM_FUNC_QUALIFIER glm_vec4 glm_vec3_dot(glm_vec4 v1, glm_vec4 v2)
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{
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# if GLM_ARCH & GLM_ARCH_SSE41_BIT
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return _mm_dp_ps(v1, v2, 0x77);
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# elif GLM_ARCH & GLM_ARCH_SSE3_BIT
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glm_vec4 const constant0 = _mm_castsi128_ps(_mm_setr_epi32(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0));
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glm_vec4 const mul0 = _mm_mul_ps(v1, v2);
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glm_vec4 const and0 = _mm_and_ps(mul0, constant0);
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glm_vec4 const hadd0 = _mm_hadd_ps(and0, and0);
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glm_vec4 const hadd1 = _mm_hadd_ps(hadd0, hadd0);
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return hadd1;
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# else
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glm_vec4 const constant0 = _mm_castsi128_ps(_mm_setr_epi32(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0));
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glm_vec4 const mul0 = _mm_mul_ps(v1, v2);
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glm_vec4 const and0 = _mm_and_ps(mul0, constant0);
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glm_vec4 const swp0 = _mm_shuffle_ps(and0, and0, _MM_SHUFFLE(2, 3, 0, 1));
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glm_vec4 const add0 = _mm_add_ps(and0, swp0);
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glm_vec4 const swp1 = _mm_shuffle_ps(add0, add0, _MM_SHUFFLE(0, 1, 2, 3));
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glm_vec4 const add1 = _mm_add_ps(add0, swp1);
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return add1;
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# endif
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}
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GLM_FUNC_QUALIFIER glm_vec4 glm_vec1_dot(glm_vec4 v1, glm_vec4 v2)
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{
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# if GLM_ARCH & GLM_ARCH_AVX_BIT
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# if GLM_ARCH & GLM_ARCH_SSE41_BIT
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return _mm_dp_ps(v1, v2, 0xff);
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# elif GLM_ARCH & GLM_ARCH_SSE3_BIT
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glm_vec4 const mul0 = _mm_mul_ps(v1, v2);
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@@ -74,7 +98,7 @@ GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_cross(glm_vec4 v1, glm_vec4 v2)
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return sub0;
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}
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GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_normalize(glm_vec4 v)
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GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_normalize_lowp(glm_vec4 v)
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{
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glm_vec4 const dot0 = glm_vec4_dot(v, v);
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glm_vec4 const isr0 = _mm_rsqrt_ps(dot0);
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@@ -82,6 +106,47 @@ GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_normalize(glm_vec4 v)
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return mul0;
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}
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GLM_FUNC_QUALIFIER glm_vec4 glm_vec3_normalize_lowp(glm_vec4 v)
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{
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glm_vec4 const dot0 = glm_vec3_dot(v, v);
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glm_vec4 const isr0 = _mm_rsqrt_ps(dot0);
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glm_vec4 const mul0 = _mm_mul_ps(v, isr0);
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return mul0;
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}
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GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_normalize(glm_vec4 v)
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{
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glm_vec4 const dot0 = glm_vec4_dot(v, v);
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glm_vec4 const isr0 = _mm_rsqrt_ps(dot0);
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// One iteration of Newton-Raphson method to improve precision
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glm_vec4 const mul0 = glm_vec4_mul(dot0, isr0);
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glm_vec4 const fma0 = glm_vec4_fma(mul0, isr0, _mm_set1_ps(-3.0f));
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glm_vec4 const mul1 = glm_vec4_mul(isr0, _mm_set1_ps(-0.5f));
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glm_vec4 const mul2 = glm_vec4_mul(mul1, v);
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glm_vec4 const mul3 = glm_vec4_mul(mul2, fma0);
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return mul3;
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}
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GLM_FUNC_QUALIFIER glm_vec4 glm_vec3_normalize(glm_vec4 v)
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{
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glm_vec4 const dot0 = glm_vec3_dot(v, v);
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glm_vec4 const isr0 = _mm_rsqrt_ps(dot0);
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// One iteration of Newton-Raphson method to improve precision
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glm_vec4 const mul0 = glm_vec4_mul(dot0, isr0);
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glm_vec4 const fma0 = glm_vec4_fma(mul0, isr0, _mm_set1_ps(-3.0f));
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glm_vec4 const mul1 = glm_vec4_mul(isr0, _mm_set1_ps(-0.5f));
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glm_vec4 const mul2 = glm_vec4_mul(mul1, v);
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glm_vec4 const mul3 = glm_vec4_mul(mul2, fma0);
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return mul3;
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}
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GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_faceforward(glm_vec4 N, glm_vec4 I, glm_vec4 Nref)
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{
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glm_vec4 const dot0 = glm_vec4_dot(Nref, I);
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