axmol/core/math/MathUtilNeon.inl

372 lines
17 KiB
C++

/**
Copyright 2013 BlackBerry Inc.
Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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
*/
#include <arm_neon.h>
NS_AX_MATH_BEGIN
class MathUtilNeon
{
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 static void transformVertices(ax::V3F_C4B_T2F* dst, const ax::V3F_C4B_T2F* src, size_t count, const ax::Mat4& transform);
};
inline void MathUtilNeon::addMatrix(const float* m, float scalar, float* dst)
{
asm volatile(
"vld1.32 {q0, q1}, [%1]! \n\t" // M[m0-m7]
"vld1.32 {q2, q3}, [%1] \n\t" // M[m8-m15]
"vld1.32 {d8[0]}, [%2] \n\t" // s
"vmov.f32 s17, s16 \n\t" // s
"vmov.f32 s18, s16 \n\t" // s
"vmov.f32 s19, s16 \n\t" // s
"vadd.f32 q8, q0, q4 \n\t" // DST->M[m0-m3] = M[m0-m3] + s
"vadd.f32 q9, q1, q4 \n\t" // DST->M[m4-m7] = M[m4-m7] + s
"vadd.f32 q10, q2, q4 \n\t" // DST->M[m8-m11] = M[m8-m11] + s
"vadd.f32 q11, q3, q4 \n\t" // DST->M[m12-m15] = M[m12-m15] + s
"vst1.32 {q8, q9}, [%0]! \n\t" // DST->M[m0-m7]
"vst1.32 {q10, q11}, [%0] \n\t" // DST->M[m8-m15]
:
: "r"(dst), "r"(m), "r"(&scalar)
: "q0", "q1", "q2", "q3", "q4", "q8", "q9", "q10", "q11", "memory"
);
}
inline void MathUtilNeon::addMatrix(const float* m1, const float* m2, float* dst)
{
asm volatile(
"vld1.32 {q0, q1}, [%1]! \n\t" // M1[m0-m7]
"vld1.32 {q2, q3}, [%1] \n\t" // M1[m8-m15]
"vld1.32 {q8, q9}, [%2]! \n\t" // M2[m0-m7]
"vld1.32 {q10, q11}, [%2] \n\t" // M2[m8-m15]
"vadd.f32 q12, q0, q8 \n\t" // DST->M[m0-m3] = M1[m0-m3] + M2[m0-m3]
"vadd.f32 q13, q1, q9 \n\t" // DST->M[m4-m7] = M1[m4-m7] + M2[m4-m7]
"vadd.f32 q14, q2, q10 \n\t" // DST->M[m8-m11] = M1[m8-m11] + M2[m8-m11]
"vadd.f32 q15, q3, q11 \n\t" // DST->M[m12-m15] = M1[m12-m15] + M2[m12-m15]
"vst1.32 {q12, q13}, [%0]! \n\t" // DST->M[m0-m7]
"vst1.32 {q14, q15}, [%0] \n\t" // DST->M[m8-m15]
:
: "r"(dst), "r"(m1), "r"(m2)
: "q0", "q1", "q2", "q3", "q8", "q9", "q10", "q11", "q12", "q13", "q14", "q15", "memory"
);
}
inline void MathUtilNeon::subtractMatrix(const float* m1, const float* m2, float* dst)
{
asm volatile(
"vld1.32 {q0, q1}, [%1]! \n\t" // M1[m0-m7]
"vld1.32 {q2, q3}, [%1] \n\t" // M1[m8-m15]
"vld1.32 {q8, q9}, [%2]! \n\t" // M2[m0-m7]
"vld1.32 {q10, q11}, [%2] \n\t" // M2[m8-m15]
"vsub.f32 q12, q0, q8 \n\t" // DST->M[m0-m3] = M1[m0-m3] - M2[m0-m3]
"vsub.f32 q13, q1, q9 \n\t" // DST->M[m4-m7] = M1[m4-m7] - M2[m4-m7]
"vsub.f32 q14, q2, q10 \n\t" // DST->M[m8-m11] = M1[m8-m11] - M2[m8-m11]
"vsub.f32 q15, q3, q11 \n\t" // DST->M[m12-m15] = M1[m12-m15] - M2[m12-m15]
"vst1.32 {q12, q13}, [%0]! \n\t" // DST->M[m0-m7]
"vst1.32 {q14, q15}, [%0] \n\t" // DST->M[m8-m15]
:
: "r"(dst), "r"(m1), "r"(m2)
: "q0", "q1", "q2", "q3", "q8", "q9", "q10", "q11", "q12", "q13", "q14", "q15", "memory"
);
}
inline void MathUtilNeon::multiplyMatrix(const float* m, float scalar, float* dst)
{
asm volatile(
"vld1.32 {d0[0]}, [%2] \n\t" // M[m0-m7]
"vld1.32 {q4-q5}, [%1]! \n\t" // M[m8-m15]
"vld1.32 {q6-q7}, [%1] \n\t" // s
"vmul.f32 q8, q4, d0[0] \n\t" // DST->M[m0-m3] = M[m0-m3] * s
"vmul.f32 q9, q5, d0[0] \n\t" // DST->M[m4-m7] = M[m4-m7] * s
"vmul.f32 q10, q6, d0[0] \n\t" // DST->M[m8-m11] = M[m8-m11] * s
"vmul.f32 q11, q7, d0[0] \n\t" // DST->M[m12-m15] = M[m12-m15] * s
"vst1.32 {q8-q9}, [%0]! \n\t" // DST->M[m0-m7]
"vst1.32 {q10-q11}, [%0] \n\t" // DST->M[m8-m15]
:
: "r"(dst), "r"(m), "r"(&scalar)
: "q0", "q4", "q5", "q6", "q7", "q8", "q9", "q10", "q11", "memory"
);
}
inline void MathUtilNeon::multiplyMatrix(const float* m1, const float* m2, float* dst)
{
asm volatile(
"vld1.32 {d16 - d19}, [%1]! \n\t" // M1[m0-m7]
"vld1.32 {d20 - d23}, [%1] \n\t" // M1[m8-m15]
"vld1.32 {d0 - d3}, [%2]! \n\t" // M2[m0-m7]
"vld1.32 {d4 - d7}, [%2] \n\t" // M2[m8-m15]
"vmul.f32 q12, q8, d0[0] \n\t" // DST->M[m0-m3] = M1[m0-m3] * M2[m0]
"vmul.f32 q13, q8, d2[0] \n\t" // DST->M[m4-m7] = M1[m4-m7] * M2[m4]
"vmul.f32 q14, q8, d4[0] \n\t" // DST->M[m8-m11] = M1[m8-m11] * M2[m8]
"vmul.f32 q15, q8, d6[0] \n\t" // DST->M[m12-m15] = M1[m12-m15] * M2[m12]
"vmla.f32 q12, q9, d0[1] \n\t" // DST->M[m0-m3] += M1[m0-m3] * M2[m1]
"vmla.f32 q13, q9, d2[1] \n\t" // DST->M[m4-m7] += M1[m4-m7] * M2[m5]
"vmla.f32 q14, q9, d4[1] \n\t" // DST->M[m8-m11] += M1[m8-m11] * M2[m9]
"vmla.f32 q15, q9, d6[1] \n\t" // DST->M[m12-m15] += M1[m12-m15] * M2[m13]
"vmla.f32 q12, q10, d1[0] \n\t" // DST->M[m0-m3] += M1[m0-m3] * M2[m2]
"vmla.f32 q13, q10, d3[0] \n\t" // DST->M[m4-m7] += M1[m4-m7] * M2[m6]
"vmla.f32 q14, q10, d5[0] \n\t" // DST->M[m8-m11] += M1[m8-m11] * M2[m10]
"vmla.f32 q15, q10, d7[0] \n\t" // DST->M[m12-m15] += M1[m12-m15] * M2[m14]
"vmla.f32 q12, q11, d1[1] \n\t" // DST->M[m0-m3] += M1[m0-m3] * M2[m3]
"vmla.f32 q13, q11, d3[1] \n\t" // DST->M[m4-m7] += M1[m4-m7] * M2[m7]
"vmla.f32 q14, q11, d5[1] \n\t" // DST->M[m8-m11] += M1[m8-m11] * M2[m11]
"vmla.f32 q15, q11, d7[1] \n\t" // DST->M[m12-m15] += M1[m12-m15] * M2[m15]
"vst1.32 {d24 - d27}, [%0]! \n\t" // DST->M[m0-m7]
"vst1.32 {d28 - d31}, [%0] \n\t" // DST->M[m8-m15]
: // output
: "r"(dst), "r"(m1), "r"(m2) // input - note *value* of pointer doesn't change.
: "memory", "q0", "q1", "q2", "q3", "q8", "q9", "q10", "q11", "q12", "q13", "q14", "q15"
);
}
inline void MathUtilNeon::negateMatrix(const float* m, float* dst)
{
asm volatile(
"vld1.32 {q0-q1}, [%1]! \n\t" // load m0-m7
"vld1.32 {q2-q3}, [%1] \n\t" // load m8-m15
"vneg.f32 q4, q0 \n\t" // negate m0-m3
"vneg.f32 q5, q1 \n\t" // negate m4-m7
"vneg.f32 q6, q2 \n\t" // negate m8-m15
"vneg.f32 q7, q3 \n\t" // negate m8-m15
"vst1.32 {q4-q5}, [%0]! \n\t" // store m0-m7
"vst1.32 {q6-q7}, [%0] \n\t" // store m8-m15
:
: "r"(dst), "r"(m)
: "q0", "q1", "q2", "q3", "q4", "q5", "q6", "q7", "memory"
);
}
inline void MathUtilNeon::transposeMatrix(const float* m, float* dst)
{
asm volatile(
"vld4.32 {d0[0], d2[0], d4[0], d6[0]}, [%1]! \n\t" // DST->M[m0, m4, m8, m12] = M[m0-m3]
"vld4.32 {d0[1], d2[1], d4[1], d6[1]}, [%1]! \n\t" // DST->M[m1, m5, m9, m12] = M[m4-m7]
"vld4.32 {d1[0], d3[0], d5[0], d7[0]}, [%1]! \n\t" // DST->M[m2, m6, m10, m12] = M[m8-m11]
"vld4.32 {d1[1], d3[1], d5[1], d7[1]}, [%1] \n\t" // DST->M[m3, m7, m11, m12] = M[m12-m15]
"vst1.32 {q0-q1}, [%0]! \n\t" // DST->M[m0-m7]
"vst1.32 {q2-q3}, [%0] \n\t" // DST->M[m8-m15]
:
: "r"(dst), "r"(m)
: "q0", "q1", "q2", "q3", "memory"
);
}
inline void MathUtilNeon::transformVec4(const float* m, float x, float y, float z, float w, float* dst)
{
asm volatile(
"vld1.32 {d0[0]}, [%1] \n\t" // V[x]
"vld1.32 {d0[1]}, [%2] \n\t" // V[y]
"vld1.32 {d1[0]}, [%3] \n\t" // V[z]
"vld1.32 {d1[1]}, [%4] \n\t" // V[w]
"vld1.32 {d18 - d21}, [%5]! \n\t" // M[m0-m7]
"vld1.32 {d22 - d25}, [%5] \n\t" // M[m8-m15]
"vmul.f32 q13, q9, d0[0] \n\t" // DST->V = M[m0-m3] * V[x]
"vmla.f32 q13, q10, d0[1] \n\t" // DST->V += M[m4-m7] * V[y]
"vmla.f32 q13, q11, d1[0] \n\t" // DST->V += M[m8-m11] * V[z]
"vmla.f32 q13, q12, d1[1] \n\t" // DST->V += M[m12-m15] * V[w]
"vst1.32 {d26}, [%0]! \n\t" // DST->V[x, y]
"vst1.32 {d27[0]}, [%0] \n\t" // DST->V[z]
:
: "r"(dst), "r"(&x), "r"(&y), "r"(&z), "r"(&w), "r"(m)
: "q0", "q9", "q10","q11", "q12", "q13", "memory"
);
}
inline void MathUtilNeon::transformVec4(const float* m, const float* v, float* dst)
{
asm volatile
(
"vld1.32 {d0, d1}, [%1] \n\t" // V[x, y, z, w]
"vld1.32 {d18 - d21}, [%2]! \n\t" // M[m0-m7]
"vld1.32 {d22 - d25}, [%2] \n\t" // M[m8-m15]
"vmul.f32 q13, q9, d0[0] \n\t" // DST->V = M[m0-m3] * V[x]
"vmla.f32 q13, q10, d0[1] \n\t" // DST->V = M[m4-m7] * V[y]
"vmla.f32 q13, q11, d1[0] \n\t" // DST->V = M[m8-m11] * V[z]
"vmla.f32 q13, q12, d1[1] \n\t" // DST->V = M[m12-m15] * V[w]
"vst1.32 {d26, d27}, [%0] \n\t" // DST->V
:
: "r"(dst), "r"(v), "r"(m)
: "q0", "q9", "q10","q11", "q12", "q13", "memory"
);
}
inline void MathUtilNeon::crossVec3(const float* v1, const float* v2, float* dst)
{
asm volatile(
"vld1.32 {d1[1]}, [%1] \n\t" //
"vld1.32 {d0}, [%2] \n\t" //
"vmov.f32 s2, s1 \n\t" // q0 = (v1y, v1z, v1z, v1x)
"vld1.32 {d2[1]}, [%3] \n\t" //
"vld1.32 {d3}, [%4] \n\t" //
"vmov.f32 s4, s7 \n\t" // q1 = (v2z, v2x, v2y, v2z)
"vmul.f32 d4, d0, d2 \n\t" // x = v1y * v2z, y = v1z * v2x
"vmls.f32 d4, d1, d3 \n\t" // x -= v1z * v2y, y-= v1x - v2z
"vmul.f32 d5, d3, d1[1] \n\t" // z = v1x * v2y
"vmls.f32 d5, d0, d2[1] \n\t" // z-= v1y * vx
"vst1.32 {d4}, [%0]! \n\t" // V[x, y]
"vst1.32 {d5[0]}, [%0] \n\t" // V[z]
:
: "r"(dst), "r"(v1), "r"((v1+1)), "r"(v2), "r"((v2+1))
: "q0", "q1", "q2", "memory"
);
}
inline void MathUtilNeon::transformVertices(ax::V3F_C4B_T2F* dst, const ax::V3F_C4B_T2F* src, size_t count, const ax::Mat4& transform)
{
auto end = dst + count;
// Load matrix
float32x4_t mc0 = vld1q_f32(transform.m);
float32x4_t mc1 = vld1q_f32(transform.m + 4);
float32x4_t mc2 = vld1q_f32(transform.m + 8);
float32x4_t mc3 = vld1q_f32(transform.m + 12);
// Process 4 vertices at a time
auto end4 = dst + count / 4 * 4;
while (dst < end4)
{
// Load 4 vertices. Note that color will also get loaded into w
float32x2_t xy0 = vld1_f32(&src[0].vertices.x);
float32x2_t zw0 = vld1_f32(&src[0].vertices.z);
float32x2_t uv0 = vld1_f32(&src[0].texCoords.u);
float32x2_t xy1 = vld1_f32(&src[1].vertices.x);
float32x2_t zw1 = vld1_f32(&src[1].vertices.z);
float32x2_t uv1 = vld1_f32(&src[1].texCoords.u);
float32x2_t xy2 = vld1_f32(&src[2].vertices.x);
float32x2_t zw2 = vld1_f32(&src[2].vertices.z);
float32x2_t uv2 = vld1_f32(&src[2].texCoords.u);
float32x2_t xy3 = vld1_f32(&src[3].vertices.x);
float32x2_t zw3 = vld1_f32(&src[3].vertices.z);
float32x2_t uv3 = vld1_f32(&src[3].texCoords.u);
// Multiply x by column 0
float32x4_t r0 = vmulq_lane_f32(mc0, xy0, 0);
float32x4_t r1 = vmulq_lane_f32(mc0, xy1, 0);
float32x4_t r2 = vmulq_lane_f32(mc0, xy2, 0);
float32x4_t r3 = vmulq_lane_f32(mc0, xy3, 0);
// Multiply y by column 1 and add to result
r0 = vmlaq_lane_f32(r0, mc1, xy0, 1);
r1 = vmlaq_lane_f32(r1, mc1, xy1, 1);
r2 = vmlaq_lane_f32(r2, mc1, xy2, 1);
r3 = vmlaq_lane_f32(r3, mc1, xy3, 1);
// Multiply z by column 2 and add to result
r0 = vmlaq_lane_f32(r0, mc2, zw0, 0);
r1 = vmlaq_lane_f32(r1, mc2, zw1, 0);
r2 = vmlaq_lane_f32(r2, mc2, zw2, 0);
r3 = vmlaq_lane_f32(r3, mc2, zw3, 0);
// Add column 3
r0 = vaddq_f32(r0, mc3);
r1 = vaddq_f32(r1, mc3);
r2 = vaddq_f32(r2, mc3);
r3 = vaddq_f32(r3, mc3);
// Set color
r0 = vsetq_lane_f32(vget_lane_f32(zw0, 1), r0, 3);
r1 = vsetq_lane_f32(vget_lane_f32(zw1, 1), r1, 3);
r2 = vsetq_lane_f32(vget_lane_f32(zw2, 1), r2, 3);
r3 = vsetq_lane_f32(vget_lane_f32(zw3, 1), r3, 3);
// Store result
vst1q_f32(&dst[0].vertices.x, r0);
vst1_f32(&dst[0].texCoords.u, uv0);
vst1q_f32(&dst[1].vertices.x, r1);
vst1_f32(&dst[1].texCoords.u, uv1);
vst1q_f32(&dst[2].vertices.x, r2);
vst1_f32(&dst[2].texCoords.u, uv2);
vst1q_f32(&dst[3].vertices.x, r3);
vst1_f32(&dst[3].texCoords.u, uv3);
dst += 4;
src += 4;
}
// Process remaining vertices
while (dst < end)
{
// Load vertex
float32x2_t xy = vld1_f32(&src->vertices.x);
float32x2_t zw = vld1_f32(&src->vertices.z);
float32x2_t uv = vld1_f32(&src->texCoords.u);
// Multiply x by column 0
float32x4_t r = vmulq_lane_f32(mc0, xy, 0);
// Multiply y by column 1 and add to result
r = vmlaq_lane_f32(r, mc1, xy, 1);
// Multiply z by column 2 and add to result
r = vmlaq_lane_f32(r, mc2, zw, 0);
// Add column 3
r = vaddq_f32(r, mc3);
// Set color
r = vsetq_lane_f32(vget_lane_f32(zw, 1), r, 3);
// Store result
vst1q_f32(&dst->vertices.x, r);
vst1_f32(&dst->texCoords.u, uv);
++dst;
++src;
}
}
NS_AX_MATH_END