/** Copyright 2013 BlackBerry Inc. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. Original file from GamePlay3D: http://gameplay3d.org This file was modified to fit the cocos2d-x project */ NS_CC_MATH_BEGIN class MathUtilNeon64 { public: inline static void addMatrix(const float* m, float scalar, float* dst); inline static void addMatrix(const float* m1, const float* m2, float* dst); inline static void subtractMatrix(const float* m1, const float* m2, float* dst); inline static void multiplyMatrix(const float* m, float scalar, float* dst); inline static void multiplyMatrix(const float* m1, const float* m2, float* dst); inline static void negateMatrix(const float* m, float* dst); inline static void transposeMatrix(const float* m, float* dst); inline static void transformVec4(const float* m, float x, float y, float z, float w, float* dst); inline static void transformVec4(const float* m, const float* v, float* dst); inline static void crossVec3(const float* v1, const float* v2, float* dst); }; inline void MathUtilNeon64::addMatrix(const float* m, float scalar, float* dst) { asm volatile( "ld4 {v0.4s, v1.4s, v2.4s, v3.4s}, [%1] \n\t" // M[m0-m7] M[m8-m15] "ld1r {v4.4s}, [%2] \n\t" //ssss "fadd v8.4s, v0.4s, v4.4s \n\t" // DST->M[m0-m3] = M[m0-m3] + s "fadd v9.4s, v1.4s, v4.4s \n\t" // DST->M[m4-m7] = M[m4-m7] + s "fadd v10.4s, v2.4s, v4.4s \n\t" // DST->M[m8-m11] = M[m8-m11] + s "fadd v11.4s, v3.4s, v4.4s \n\t" // DST->M[m12-m15] = M[m12-m15] + s "st4 {v8.4s, v9.4s, v10.4s, v11.4s}, [%0] \n\t" // Result in V9 : : "r"(dst), "r"(m), "r"(&scalar) : "v0", "v1", "v2", "v3", "v4", "v8", "v9", "v10", "v11", "memory" ); } inline void MathUtilNeon64::addMatrix(const float* m1, const float* m2, float* dst) { asm volatile( "ld4 {v0.4s, v1.4s, v2.4s, v3.4s}, [%1] \n\t" // M1[m0-m7] M1[m8-m15] "ld4 {v8.4s, v9.4s, v10.4s, v11.4s}, [%2] \n\t" // M2[m0-m7] M2[m8-m15] "fadd v12.4s, v0.4s, v8.4s \n\t" // DST->M[m0-m3] = M1[m0-m3] + M2[m0-m3] "fadd v13.4s, v1.4s, v9.4s \n\t" // DST->M[m4-m7] = M1[m4-m7] + M2[m4-m7] "fadd v14.4s, v2.4s, v10.4s \n\t" // DST->M[m8-m11] = M1[m8-m11] + M2[m8-m11] "fadd v15.4s, v3.4s, v11.4s \n\t" // DST->M[m12-m15] = M1[m12-m15] + M2[m12-m15] "st4 {v12.4s, v13.4s, v14.4s, v15.4s}, [%0] \n\t" // DST->M[m0-m7] DST->M[m8-m15] : : "r"(dst), "r"(m1), "r"(m2) : "v0", "v1", "v2", "v3", "v8", "v9", "v10", "v11", "v12", "v13", "v14", "v15", "memory" ); } inline void MathUtilNeon64::subtractMatrix(const float* m1, const float* m2, float* dst) { asm volatile( "ld4 {v0.4s, v1.4s, v2.4s, v3.4s}, [%1] \n\t" // M1[m0-m7] M1[m8-m15] "ld4 {v8.4s, v9.4s, v10.4s, v11.4s}, [%2] \n\t" // M2[m0-m7] M2[m8-m15] "fsub v12.4s, v0.4s, v8.4s \n\t" // DST->M[m0-m3] = M1[m0-m3] - M2[m0-m3] "fsub v13.4s, v1.4s, v9.4s \n\t" // DST->M[m4-m7] = M1[m4-m7] - M2[m4-m7] "fsub v14.4s, v2.4s, v10.4s \n\t" // DST->M[m8-m11] = M1[m8-m11] - M2[m8-m11] "fsub v15.4s, v3.4s, v11.4s \n\t" // DST->M[m12-m15] = M1[m12-m15] - M2[m12-m15] "st4 {v12.4s, v13.4s, v14.4s, v15.4s}, [%0] \n\t" // DST->M[m0-m7] DST->M[m8-m15] : : "r"(dst), "r"(m1), "r"(m2) : "v0", "v1", "v2", "v3", "v8", "v9", "v10", "v11", "v12", "v13", "v14", "v15", "memory" ); } inline void MathUtilNeon64::multiplyMatrix(const float* m, float scalar, float* dst) { asm volatile( "ld1 {v0.s}[0], [%2] \n\t" //s "ld4 {v4.4s, v5.4s, v6.4s, v7.4s}, [%1] \n\t" //M[m0-m7] M[m8-m15] "fmul v8.4s, v4.4s, v0.s[0] \n\t" // DST->M[m0-m3] = M[m0-m3] * s "fmul v9.4s, v5.4s, v0.s[0] \n\t" // DST->M[m4-m7] = M[m4-m7] * s "fmul v10.4s, v6.4s, v0.s[0] \n\t" // DST->M[m8-m11] = M[m8-m11] * s "fmul v11.4s, v7.4s, v0.s[0] \n\t" // DST->M[m12-m15] = M[m12-m15] * s "st4 {v8.4s, v9.4s, v10.4s, v11.4s}, [%0] \n\t" // DST->M[m0-m7] DST->M[m8-m15] : : "r"(dst), "r"(m), "r"(&scalar) : "v0", "v4", "v5", "v6", "v7", "v8", "v9", "v10", "v11", "memory" ); } inline void MathUtilNeon64::multiplyMatrix(const float* m1, const float* m2, float* dst) { asm volatile( "ld1 {v8.4s, v9.4s, v10.4s, v11.4s}, [%1] \n\t" // M1[m0-m7] M1[m8-m15] M2[m0-m7] M2[m8-m15] "ld4 {v0.4s, v1.4s, v2.4s, v3.4s}, [%2] \n\t" // M2[m0-m15] "fmul v12.4s, v8.4s, v0.s[0] \n\t" // DST->M[m0-m3] = M1[m0-m3] * M2[m0] "fmul v13.4s, v8.4s, v0.s[1] \n\t" // DST->M[m4-m7] = M1[m4-m7] * M2[m4] "fmul v14.4s, v8.4s, v0.s[2] \n\t" // DST->M[m8-m11] = M1[m8-m11] * M2[m8] "fmul v15.4s, v8.4s, v0.s[3] \n\t" // DST->M[m12-m15] = M1[m12-m15] * M2[m12] "fmla v12.4s, v9.4s, v1.s[0] \n\t" // DST->M[m0-m3] += M1[m0-m3] * M2[m1] "fmla v13.4s, v9.4s, v1.s[1] \n\t" // DST->M[m4-m7] += M1[m4-m7] * M2[m5] "fmla v14.4s, v9.4s, v1.s[2] \n\t" // DST->M[m8-m11] += M1[m8-m11] * M2[m9] "fmla v15.4s, v9.4s, v1.s[3] \n\t" // DST->M[m12-m15] += M1[m12-m15] * M2[m13] "fmla v12.4s, v10.4s, v2.s[0] \n\t" // DST->M[m0-m3] += M1[m0-m3] * M2[m2] "fmla v13.4s, v10.4s, v2.s[1] \n\t" // DST->M[m4-m7] += M1[m4-m7] * M2[m6] "fmla v14.4s, v10.4s, v2.s[2] \n\t" // DST->M[m8-m11] += M1[m8-m11] * M2[m10] "fmla v15.4s, v10.4s, v2.s[3] \n\t" // DST->M[m12-m15] += M1[m12-m15] * M2[m14] "fmla v12.4s, v11.4s, v3.s[0] \n\t" // DST->M[m0-m3] += M1[m0-m3] * M2[m3] "fmla v13.4s, v11.4s, v3.s[1] \n\t" // DST->M[m4-m7] += M1[m4-m7] * M2[m7] "fmla v14.4s, v11.4s, v3.s[2] \n\t" // DST->M[m8-m11] += M1[m8-m11] * M2[m11] "fmla v15.4s, v11.4s, v3.s[3] \n\t" // DST->M[m12-m15] += M1[m12-m15] * M2[m15] "st1 {v12.4s, v13.4s, v14.4s, v15.4s}, [%0] \n\t" // DST->M[m0-m7]// DST->M[m8-m15] : // output : "r"(dst), "r"(m1), "r"(m2) // input - note *value* of pointer doesn't change. : "memory", "v0", "v1", "v2", "v3", "v8", "v9", "v10", "v11", "v12", "v13", "v14", "v15" ); } inline void MathUtilNeon64::negateMatrix(const float* m, float* dst) { asm volatile( "ld4 {v0.4s, v1.4s, v2.4s, v3.4s}, [%1] \n\t" // load m0-m7 load m8-m15 "fneg v4.4s, v0.4s \n\t" // negate m0-m3 "fneg v5.4s, v1.4s \n\t" // negate m4-m7 "fneg v6.4s, v2.4s \n\t" // negate m8-m15 "fneg v7.4s, v3.4s \n\t" // negate m8-m15 "st4 {v4.4s, v5.4s, v6.4s, v7.4s}, [%0] \n\t" // store m0-m7 store m8-m15 : : "r"(dst), "r"(m) : "v0", "v1", "v2", "v3", "v4", "v5", "v6", "v7", "memory" ); } inline void MathUtilNeon64::transposeMatrix(const float* m, float* dst) { asm volatile( "ld4 {v0.4s, v1.4s, v2.4s, v3.4s}, [%1] \n\t" // DST->M[m0, m4, m8, m12] = M[m0-m3] //DST->M[m1, m5, m9, m12] = M[m4-m7] "st1 {v0.4s, v1.4s, v2.4s, v3.4s}, [%0] \n\t" : : "r"(dst), "r"(m) : "v0", "v1", "v2", "v3", "memory" ); } inline void MathUtilNeon64::transformVec4(const float* m, float x, float y, float z, float w, float* dst) { asm volatile( "ld1 {v0.s}[0], [%1] \n\t" // V[x] "ld1 {v0.s}[1], [%2] \n\t" // V[y] "ld1 {v0.s}[2], [%3] \n\t" // V[z] "ld1 {v0.s}[3], [%4] \n\t" // V[w] "ld1 {v9.4s, v10.4s, v11.4s, v12.4s}, [%5] \n\t" // M[m0-m7] M[m8-m15] "fmul v13.4s, v9.4s, v0.s[0] \n\t" // DST->V = M[m0-m3] * V[x] "fmla v13.4s, v10.4s, v0.s[1] \n\t" // DST->V += M[m4-m7] * V[y] "fmla v13.4s, v11.4s, v0.s[2] \n\t" // DST->V += M[m8-m11] * V[z] "fmla v13.4s, v12.4s, v0.s[3] \n\t" // DST->V += M[m12-m15] * V[w] //"st1 {v13.4s}, [%0] \n\t" // DST->V[x, y] // DST->V[z] "st1 {v13.2s}, [%0], 8 \n\t" "st1 {v13.s}[2], [%0] \n\t" : : "r"(dst), "r"(&x), "r"(&y), "r"(&z), "r"(&w), "r"(m) : "v0", "v9", "v10","v11", "v12", "v13", "memory" ); } inline void MathUtilNeon64::transformVec4(const float* m, const float* v, float* dst) { asm volatile ( "ld1 {v0.4s}, [%1] \n\t" // V[x, y, z, w] "ld1 {v9.4s, v10.4s, v11.4s, v12.4s}, [%2] \n\t" // M[m0-m7] M[m8-m15] "fmul v13.4s, v9.4s, v0.s[0] \n\t" // DST->V = M[m0-m3] * V[x] "fmla v13.4s, v10.4s, v0.s[1] \n\t" // DST->V = M[m4-m7] * V[y] "fmla v13.4s, v11.4s, v0.s[2] \n\t" // DST->V = M[m8-m11] * V[z] "fmla v13.4s, v12.4s, v0.s[3] \n\t" // DST->V = M[m12-m15] * V[w] "st1 {v13.4s}, [%0] \n\t" // DST->V : : "r"(dst), "r"(v), "r"(m) : "v0", "v9", "v10","v11", "v12", "v13", "memory" ); } inline void MathUtilNeon64::crossVec3(const float* v1, const float* v2, float* dst) { asm volatile( "ld1 {v0.2s}, [%2] \n\t" // "ld1 {v0.s}[3], [%1] \n\t" // "mov v0.s[2], v0.s[1] \n\t" // q0 = (v1y, v1z, v1z, v1x) "ld1 {v1.s}[1], [%3] \n\t" // "ld1 {v1.s}[2], [%4], 4 \n\t" // "ld1 {v1.s}[3], [%4] \n\t" // "mov v1.s[0], v1.s[3] \n\t" // q1 = (v2z, v2x, v2y, v2z) "fmul v2.4s, v0.4s, v1.4s \n\t" // x = v1y * v2z, y = v1z * v2x "fsub s8, s8, s10 \n\t" "fsub s9, s9, s11 \n\t" // x -= v1z * v2y, y-= v1x - v2z "fmul s10, s3, s6 \n\t" // z = v1x * v2y "fmul s11, s0, s5 \n\t" // z-= v1y * vx "fsub s10, s10, s11 \n\t" "st1 {v2.2s}, [%0], 8 \n\t" // V[x, y] "st1 {v2.s}[2], [%0] \n\t" // V[z] : : "r"(dst), "r"(v1), "r"((v1+1)), "r"(v2), "r"((v2+1)) : "v0", "v1", "v2", "memory" ); } NS_CC_MATH_END