Jolt Physics
A multi core friendly Game Physics Engine
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ARMNeon.h
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1// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2// SPDX-FileCopyrightText: 2022 Jorrit Rouwe
3// SPDX-License-Identifier: MIT
4
5#pragma once
6
7#ifdef JPH_USE_NEON
8
9#ifdef JPH_COMPILER_MSVC
11
12 // Constructing NEON values
13 #define JPH_NEON_INT32x4(v1, v2, v3, v4) { int64_t(v1) + (int64_t(v2) << 32), int64_t(v3) + (int64_t(v4) << 32) }
14 #define JPH_NEON_UINT32x4(v1, v2, v3, v4) { uint64_t(v1) + (uint64_t(v2) << 32), uint64_t(v3) + (uint64_t(v4) << 32) }
15 #define JPH_NEON_INT8x16(v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11, v12, v13, v14, v15, v16) { int64_t(v1) + (int64_t(v2) << 8) + (int64_t(v3) << 16) + (int64_t(v4) << 24) + (int64_t(v5) << 32) + (int64_t(v6) << 40) + (int64_t(v7) << 48) + (int64_t(v8) << 56), int64_t(v9) + (int64_t(v10) << 8) + (int64_t(v11) << 16) + (int64_t(v12) << 24) + (int64_t(v13) << 32) + (int64_t(v14) << 40) + (int64_t(v15) << 48) + (int64_t(v16) << 56) }
16
17 // Generic shuffle vector template
18 template <unsigned I1, unsigned I2, unsigned I3, unsigned I4>
19 JPH_INLINE float32x4_t NeonShuffleFloat32x4(float32x4_t inV1, float32x4_t inV2)
20 {
21 float32x4_t ret;
22 ret = vmovq_n_f32(vgetq_lane_f32(I1 >= 4? inV2 : inV1, I1 & 0b11));
23 ret = vsetq_lane_f32(vgetq_lane_f32(I2 >= 4? inV2 : inV1, I2 & 0b11), ret, 1);
24 ret = vsetq_lane_f32(vgetq_lane_f32(I3 >= 4? inV2 : inV1, I3 & 0b11), ret, 2);
25 ret = vsetq_lane_f32(vgetq_lane_f32(I4 >= 4? inV2 : inV1, I4 & 0b11), ret, 3);
26 return ret;
27 }
28
29 // Specializations
30 template <>
31 JPH_INLINE float32x4_t NeonShuffleFloat32x4<0, 1, 2, 2>(float32x4_t inV1, float32x4_t inV2)
32 {
33 return vcombine_f32(vget_low_f32(inV1), vdup_lane_s32(vget_high_f32(inV1), 0));
34 }
35
36 template <>
37 JPH_INLINE float32x4_t NeonShuffleFloat32x4<0, 1, 3, 3>(float32x4_t inV1, float32x4_t inV2)
38 {
39 return vcombine_f32(vget_low_f32(inV1), vdup_lane_s32(vget_high_f32(inV1), 1));
40 }
41
42 template <>
43 JPH_INLINE float32x4_t NeonShuffleFloat32x4<0, 1, 2, 3>(float32x4_t inV1, float32x4_t inV2)
44 {
45 return inV1;
46 }
47
48 template <>
49 JPH_INLINE float32x4_t NeonShuffleFloat32x4<1, 0, 3, 2>(float32x4_t inV1, float32x4_t inV2)
50 {
51 return vcombine_f32(vrev64_f32(vget_low_f32(inV1)), vrev64_f32(vget_high_f32(inV1)));
52 }
53
54 template <>
55 JPH_INLINE float32x4_t NeonShuffleFloat32x4<2, 2, 1, 0>(float32x4_t inV1, float32x4_t inV2)
56 {
57 return vcombine_f32(vdup_lane_s32(vget_high_f32(inV1), 0), vrev64_f32(vget_low_f32(inV1)));
58 }
59
60 template <>
61 JPH_INLINE float32x4_t NeonShuffleFloat32x4<2, 3, 0, 1>(float32x4_t inV1, float32x4_t inV2)
62 {
63 return vcombine_f32(vget_high_f32(inV1), vget_low_f32(inV1));
64 }
65
66 // Used extensively by cross product
67 template <>
68 JPH_INLINE float32x4_t NeonShuffleFloat32x4<1, 2, 0, 0>(float32x4_t inV1, float32x4_t inV2)
69 {
70 static int8x16_t table = JPH_NEON_INT8x16(0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0a, 0x0b, 0x00, 0x01, 0x02, 0x03, 0x00, 0x01, 0x02, 0x03);
71 return vreinterpretq_f32_u8(vqtbl1q_u8(vreinterpretq_u8_f32(inV1), table));
72 }
73
74 // Shuffle a vector
75 #define JPH_NEON_SHUFFLE_F32x4(vec1, vec2, index1, index2, index3, index4) NeonShuffleFloat32x4<index1, index2, index3, index4>(vec1, vec2)
76
78#else
79 // Constructing NEON values
80 #define JPH_NEON_INT32x4(v1, v2, v3, v4) { v1, v2, v3, v4 }
81 #define JPH_NEON_UINT32x4(v1, v2, v3, v4) { v1, v2, v3, v4 }
82 #define JPH_NEON_INT8x16(v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11, v12, v13, v14, v15, v16) { v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11, v12, v13, v14, v15, v16 }
83
84 // Shuffle a vector
85 #define JPH_NEON_SHUFFLE_F32x4(vec1, vec2, index1, index2, index3, index4) __builtin_shufflevector(vec1, vec2, index1, index2, index3, index4)
86#endif
87
88#endif // JPH_USE_NEON
#define JPH_NAMESPACE_END
Definition: Core.h:367
#define JPH_NAMESPACE_BEGIN
Definition: Core.h:361