diff options
author | James Cook <james@lindenlab.com> | 2007-07-02 23:52:40 +0000 |
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committer | James Cook <james@lindenlab.com> | 2007-07-02 23:52:40 +0000 |
commit | 1a33bc19b4ce94ab210749911dff14409b4454dd (patch) | |
tree | b674d97d37240a29c0a6671adfe950a506ef0ea4 /indra/llmath/llv4matrix3.h | |
parent | e5124431b54d4342d4677371fccca5bc7250c079 (diff) |
svn merge -r 62595:62596 and 62598:63308 sse-skinning-3 for faster software avatar rendering. Visual Studio 2005 project file fixed pending.
Diffstat (limited to 'indra/llmath/llv4matrix3.h')
-rw-r--r-- | indra/llmath/llv4matrix3.h | 202 |
1 files changed, 202 insertions, 0 deletions
diff --git a/indra/llmath/llv4matrix3.h b/indra/llmath/llv4matrix3.h new file mode 100644 index 0000000000..a273abe496 --- /dev/null +++ b/indra/llmath/llv4matrix3.h @@ -0,0 +1,202 @@ +/** + * @file llviewerjointmesh.cpp + * @brief LLV4* class header file - vector processor enabled math + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#ifndef LL_LLV4MATRIX3_H +#define LL_LLV4MATRIX3_H + +#include "llv4math.h" +#include "llv4vector3.h" +#include "m3math.h" // for operator LLMatrix3() + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +// LLV4Matrix3 +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- + +LL_LLV4MATH_ALIGN_PREFIX + +class LLV4Matrix3 +{ +public: + union { + F32 mMatrix[LLV4_NUM_AXIS][LLV4_NUM_AXIS]; + V4F32 mV[LLV4_NUM_AXIS]; + }; + + void lerp(const LLV4Matrix3 &a, const LLV4Matrix3 &b, const F32 &w); + void multiply(const LLVector3 &a, LLVector3& out) const; + void multiply(const LLVector4 &a, LLV4Vector3& out) const; + void multiply(const LLVector3 &a, LLV4Vector3& out) const; + + const LLV4Matrix3& transpose(); + const LLV4Matrix3& operator=(const LLMatrix3& a); + + operator LLMatrix3() const { return (reinterpret_cast<const LLMatrix4*>(const_cast<const F32*>(&mMatrix[0][0])))->getMat3(); } + + friend LLVector3 operator*(const LLVector3& a, const LLV4Matrix3& b); +} + +LL_LLV4MATH_ALIGN_POSTFIX; + + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +// LLV4Matrix3 - SSE +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- + +#if LL_VECTORIZE + +inline void LLV4Matrix3::lerp(const LLV4Matrix3 &a, const LLV4Matrix3 &b, const F32 &w) +{ + __m128 vw = _mm_set1_ps(w); + mV[VX] = _mm_add_ps(_mm_mul_ps(_mm_sub_ps(b.mV[VX], a.mV[VX]), vw), a.mV[VX]); // ( b - a ) * w + a + mV[VY] = _mm_add_ps(_mm_mul_ps(_mm_sub_ps(b.mV[VY], a.mV[VY]), vw), a.mV[VY]); + mV[VZ] = _mm_add_ps(_mm_mul_ps(_mm_sub_ps(b.mV[VZ], a.mV[VZ]), vw), a.mV[VZ]); +} + +inline void LLV4Matrix3::multiply(const LLVector3 &a, LLVector3& o) const +{ + LLV4Vector3 j; + j.v = _mm_mul_ps(_mm_set1_ps(a.mV[VX]), mV[VX]); // ( ax * vx ) + ... + j.v = _mm_add_ps(j.v , _mm_mul_ps(_mm_set1_ps(a.mV[VY]), mV[VY])); + j.v = _mm_add_ps(j.v , _mm_mul_ps(_mm_set1_ps(a.mV[VZ]), mV[VZ])); + o.setVec(j.mV); +} + +inline void LLV4Matrix3::multiply(const LLVector4 &a, LLV4Vector3& o) const +{ + o.v = _mm_mul_ps(_mm_set1_ps(a.mV[VX]), mV[VX]); // ( ax * vx ) + ... + o.v = _mm_add_ps(o.v , _mm_mul_ps(_mm_set1_ps(a.mV[VY]), mV[VY])); + o.v = _mm_add_ps(o.v , _mm_mul_ps(_mm_set1_ps(a.mV[VZ]), mV[VZ])); +} + +inline void LLV4Matrix3::multiply(const LLVector3 &a, LLV4Vector3& o) const +{ + o.v = _mm_mul_ps(_mm_set1_ps(a.mV[VX]), mV[VX]); // ( ax * vx ) + ... + o.v = _mm_add_ps(o.v , _mm_mul_ps(_mm_set1_ps(a.mV[VY]), mV[VY])); + o.v = _mm_add_ps(o.v , _mm_mul_ps(_mm_set1_ps(a.mV[VZ]), mV[VZ])); +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +// LLV4Matrix3 +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- + +#else + +inline void LLV4Matrix3::lerp(const LLV4Matrix3 &a, const LLV4Matrix3 &b, const F32 &w) +{ + mMatrix[VX][VX] = llv4lerp(a.mMatrix[VX][VX], b.mMatrix[VX][VX], w); + mMatrix[VX][VY] = llv4lerp(a.mMatrix[VX][VY], b.mMatrix[VX][VY], w); + mMatrix[VX][VZ] = llv4lerp(a.mMatrix[VX][VZ], b.mMatrix[VX][VZ], w); + + mMatrix[VY][VX] = llv4lerp(a.mMatrix[VY][VX], b.mMatrix[VY][VX], w); + mMatrix[VY][VY] = llv4lerp(a.mMatrix[VY][VY], b.mMatrix[VY][VY], w); + mMatrix[VY][VZ] = llv4lerp(a.mMatrix[VY][VZ], b.mMatrix[VY][VZ], w); + + mMatrix[VZ][VX] = llv4lerp(a.mMatrix[VZ][VX], b.mMatrix[VZ][VX], w); + mMatrix[VZ][VY] = llv4lerp(a.mMatrix[VZ][VY], b.mMatrix[VZ][VY], w); + mMatrix[VZ][VZ] = llv4lerp(a.mMatrix[VZ][VZ], b.mMatrix[VZ][VZ], w); +} + +inline void LLV4Matrix3::multiply(const LLVector3 &a, LLVector3& o) const +{ + o.setVec( a.mV[VX] * mMatrix[VX][VX] + + a.mV[VY] * mMatrix[VY][VX] + + a.mV[VZ] * mMatrix[VZ][VX], + + a.mV[VX] * mMatrix[VX][VY] + + a.mV[VY] * mMatrix[VY][VY] + + a.mV[VZ] * mMatrix[VZ][VY], + + a.mV[VX] * mMatrix[VX][VZ] + + a.mV[VY] * mMatrix[VY][VZ] + + a.mV[VZ] * mMatrix[VZ][VZ]); +} + +inline void LLV4Matrix3::multiply(const LLVector4 &a, LLV4Vector3& o) const +{ + o.setVec( a.mV[VX] * mMatrix[VX][VX] + + a.mV[VY] * mMatrix[VY][VX] + + a.mV[VZ] * mMatrix[VZ][VX], + + a.mV[VX] * mMatrix[VX][VY] + + a.mV[VY] * mMatrix[VY][VY] + + a.mV[VZ] * mMatrix[VZ][VY], + + a.mV[VX] * mMatrix[VX][VZ] + + a.mV[VY] * mMatrix[VY][VZ] + + a.mV[VZ] * mMatrix[VZ][VZ]); +} + +inline void LLV4Matrix3::multiply(const LLVector3 &a, LLV4Vector3& o) const +{ + o.setVec( a.mV[VX] * mMatrix[VX][VX] + + a.mV[VY] * mMatrix[VY][VX] + + a.mV[VZ] * mMatrix[VZ][VX], + + a.mV[VX] * mMatrix[VX][VY] + + a.mV[VY] * mMatrix[VY][VY] + + a.mV[VZ] * mMatrix[VZ][VY], + + a.mV[VX] * mMatrix[VX][VZ] + + a.mV[VY] * mMatrix[VY][VZ] + + a.mV[VZ] * mMatrix[VZ][VZ]); +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +// LLV4Matrix3 +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- + +#endif + +inline const LLV4Matrix3& LLV4Matrix3::transpose() +{ +#if LL_VECTORIZE && defined(_MM_TRANSPOSE4_PS) + _MM_TRANSPOSE4_PS(mV[VX], mV[VY], mV[VZ], mV[VW]); + return *this; +#else + F32 temp; + temp = mMatrix[VX][VY]; mMatrix[VX][VY] = mMatrix[VY][VX]; mMatrix[VY][VX] = temp; + temp = mMatrix[VX][VZ]; mMatrix[VX][VZ] = mMatrix[VZ][VX]; mMatrix[VZ][VX] = temp; + temp = mMatrix[VY][VZ]; mMatrix[VY][VZ] = mMatrix[VZ][VY]; mMatrix[VZ][VY] = temp; +#endif + return *this; +} + +inline const LLV4Matrix3& LLV4Matrix3::operator=(const LLMatrix3& a) +{ + memcpy(mMatrix[VX], a.mMatrix[VX], sizeof(F32) * 3 ); + memcpy(mMatrix[VY], a.mMatrix[VY], sizeof(F32) * 3 ); + memcpy(mMatrix[VZ], a.mMatrix[VZ], sizeof(F32) * 3 ); + return *this; +} + +inline LLVector3 operator*(const LLVector3& a, const LLV4Matrix3& b) +{ + return LLVector3( + a.mV[VX] * b.mMatrix[VX][VX] + + a.mV[VY] * b.mMatrix[VY][VX] + + a.mV[VZ] * b.mMatrix[VZ][VX], + + a.mV[VX] * b.mMatrix[VX][VY] + + a.mV[VY] * b.mMatrix[VY][VY] + + a.mV[VZ] * b.mMatrix[VZ][VY], + + a.mV[VX] * b.mMatrix[VX][VZ] + + a.mV[VY] * b.mMatrix[VY][VZ] + + a.mV[VZ] * b.mMatrix[VZ][VZ] ); +} + +#endif |