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-rw-r--r--indra/llmath/llv4matrix4.h231
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diff --git a/indra/llmath/llv4matrix4.h b/indra/llmath/llv4matrix4.h
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+/**
+ * @file llviewerjointmesh.cpp
+ * @brief LLV4* class header file - vector processor enabled math
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#ifndef LL_LLV4MATRIX4_H
+#define LL_LLV4MATRIX4_H
+
+#include "llv4math.h"
+#include "llv4matrix3.h" // just for operator LLV4Matrix3()
+#include "llv4vector3.h"
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+// LLV4Matrix4
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+
+LL_LLV4MATH_ALIGN_PREFIX
+
+class LLV4Matrix4
+{
+public:
+ union {
+ F32 mMatrix[LLV4_NUM_AXIS][LLV4_NUM_AXIS];
+ V4F32 mV[LLV4_NUM_AXIS];
+ };
+
+ void lerp(const LLV4Matrix4 &a, const LLV4Matrix4 &b, const F32 &w);
+ void multiply(const LLVector3 &a, LLVector3& o) const;
+ void multiply(const LLVector3 &a, LLV4Vector3& o) const;
+
+ const LLV4Matrix4& transpose();
+ const LLV4Matrix4& translate(const LLVector3 &vec);
+ const LLV4Matrix4& translate(const LLV4Vector3 &vec);
+ const LLV4Matrix4& operator=(const LLMatrix4& a);
+
+ operator LLMatrix4() const { return *(reinterpret_cast<const LLMatrix4*>(const_cast<const F32*>(&mMatrix[0][0]))); }
+ operator LLV4Matrix3() const { return *(reinterpret_cast<const LLV4Matrix3*>(const_cast<const F32*>(&mMatrix[0][0]))); }
+
+ friend LLVector3 operator*(const LLVector3 &a, const LLV4Matrix4 &b);
+}
+
+LL_LLV4MATH_ALIGN_POSTFIX;
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+// LLV4Matrix4 - SSE
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+
+#if LL_VECTORIZE
+
+inline void LLV4Matrix4::lerp(const LLV4Matrix4 &a, const LLV4Matrix4 &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]);
+ mV[VW] = _mm_add_ps(_mm_mul_ps(_mm_sub_ps(b.mV[VW], a.mV[VW]), vw), a.mV[VW]);
+}
+
+inline void LLV4Matrix4::multiply(const LLVector3 &a, LLVector3& o) const
+{
+ LLV4Vector3 j;
+ j.v = _mm_add_ps(mV[VW], _mm_mul_ps(_mm_set1_ps(a.mV[VX]), mV[VX])); // ( ax * vx ) + vw
+ 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 LLV4Matrix4::multiply(const LLVector3 &a, LLV4Vector3& o) const
+{
+ o.v = _mm_add_ps(mV[VW], _mm_mul_ps(_mm_set1_ps(a.mV[VX]), mV[VX])); // ( ax * vx ) + vw
+ 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 const LLV4Matrix4& LLV4Matrix4::translate(const LLV4Vector3 &vec)
+{
+ mV[VW] = _mm_add_ps(mV[VW], vec.v);
+ return (*this);
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+// LLV4Matrix4
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+
+#else
+
+inline void LLV4Matrix4::lerp(const LLV4Matrix4 &a, const LLV4Matrix4 &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);
+
+ mMatrix[VW][VX] = llv4lerp(a.mMatrix[VW][VX], b.mMatrix[VW][VX], w);
+ mMatrix[VW][VY] = llv4lerp(a.mMatrix[VW][VY], b.mMatrix[VW][VY], w);
+ mMatrix[VW][VZ] = llv4lerp(a.mMatrix[VW][VZ], b.mMatrix[VW][VZ], w);
+}
+
+inline void LLV4Matrix4::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] +
+ mMatrix[VW][VX],
+
+ a.mV[VX] * mMatrix[VX][VY] +
+ a.mV[VY] * mMatrix[VY][VY] +
+ a.mV[VZ] * mMatrix[VZ][VY] +
+ mMatrix[VW][VY],
+
+ a.mV[VX] * mMatrix[VX][VZ] +
+ a.mV[VY] * mMatrix[VY][VZ] +
+ a.mV[VZ] * mMatrix[VZ][VZ] +
+ mMatrix[VW][VZ]);
+}
+
+inline void LLV4Matrix4::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] +
+ mMatrix[VW][VX],
+
+ a.mV[VX] * mMatrix[VX][VY] +
+ a.mV[VY] * mMatrix[VY][VY] +
+ a.mV[VZ] * mMatrix[VZ][VY] +
+ mMatrix[VW][VY],
+
+ a.mV[VX] * mMatrix[VX][VZ] +
+ a.mV[VY] * mMatrix[VY][VZ] +
+ a.mV[VZ] * mMatrix[VZ][VZ] +
+ mMatrix[VW][VZ]);
+}
+
+inline const LLV4Matrix4& LLV4Matrix4::translate(const LLV4Vector3 &vec)
+{
+ mMatrix[3][0] += vec.mV[0];
+ mMatrix[3][1] += vec.mV[1];
+ mMatrix[3][2] += vec.mV[2];
+ return (*this);
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+// LLV4Matrix4
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+
+#endif
+
+inline const LLV4Matrix4& LLV4Matrix4::operator=(const LLMatrix4& a)
+{
+ memcpy(mMatrix, a.mMatrix, sizeof(F32) * 16 );
+ return *this;
+}
+
+inline const LLV4Matrix4& LLV4Matrix4::transpose()
+{
+#if LL_VECTORIZE && defined(_MM_TRANSPOSE4_PS)
+ _MM_TRANSPOSE4_PS(mV[VX], mV[VY], mV[VZ], mV[VW]);
+#else
+ LLV4Matrix4 mat;
+ mat.mMatrix[0][0] = mMatrix[0][0];
+ mat.mMatrix[1][0] = mMatrix[0][1];
+ mat.mMatrix[2][0] = mMatrix[0][2];
+ mat.mMatrix[3][0] = mMatrix[0][3];
+
+ mat.mMatrix[0][1] = mMatrix[1][0];
+ mat.mMatrix[1][1] = mMatrix[1][1];
+ mat.mMatrix[2][1] = mMatrix[1][2];
+ mat.mMatrix[3][1] = mMatrix[1][3];
+
+ mat.mMatrix[0][2] = mMatrix[2][0];
+ mat.mMatrix[1][2] = mMatrix[2][1];
+ mat.mMatrix[2][2] = mMatrix[2][2];
+ mat.mMatrix[3][2] = mMatrix[2][3];
+
+ mat.mMatrix[0][3] = mMatrix[3][0];
+ mat.mMatrix[1][3] = mMatrix[3][1];
+ mat.mMatrix[2][3] = mMatrix[3][2];
+ mat.mMatrix[3][3] = mMatrix[3][3];
+
+ *this = mat;
+#endif
+ return *this;
+}
+
+inline const LLV4Matrix4& LLV4Matrix4::translate(const LLVector3 &vec)
+{
+ mMatrix[3][0] += vec.mV[0];
+ mMatrix[3][1] += vec.mV[1];
+ mMatrix[3][2] += vec.mV[2];
+ return (*this);
+}
+
+inline LLVector3 operator*(const LLVector3 &a, const LLV4Matrix4 &b)
+{
+ return LLVector3(a.mV[VX] * b.mMatrix[VX][VX] +
+ a.mV[VY] * b.mMatrix[VY][VX] +
+ a.mV[VZ] * b.mMatrix[VZ][VX] +
+ b.mMatrix[VW][VX],
+
+ a.mV[VX] * b.mMatrix[VX][VY] +
+ a.mV[VY] * b.mMatrix[VY][VY] +
+ a.mV[VZ] * b.mMatrix[VZ][VY] +
+ b.mMatrix[VW][VY],
+
+ a.mV[VX] * b.mMatrix[VX][VZ] +
+ a.mV[VY] * b.mMatrix[VY][VZ] +
+ a.mV[VZ] * b.mMatrix[VZ][VZ] +
+ b.mMatrix[VW][VZ]);
+}
+
+
+#endif