Revision control

++ // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
++ // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
++ // SPDX-FileCopyrightText: Copyright (c) 2008-2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
++ // SPDX-License-Identifier: Apache-2.0
++
++ #ifndef PXFOUNDATION_PXUNIXSSE2AOS_H
++ #define PXFOUNDATION_PXUNIXSSE2AOS_H
++
++ // no includes here! this file should be included from PxcVecMath.h only!!!
++
++ #if !COMPILE_VECTOR_INTRINSICS
++ #error Vector intrinsics should not be included when using scalar implementation.
++ #endif
++
++ namespace physx
++ {
++ namespace aos
++ {
++
++ #if PX_EMSCRIPTEN || PX_SSE2
++ typedef int8_t __int8_t;
++ typedef int16_t __int16_t;
++ typedef int32_t __int32_t;
++ typedef int64_t __int64_t;
++ typedef uint16_t __uint16_t;
++ typedef uint32_t __uint32_t;
++ typedef uint64_t __uint64_t;
++ #endif
++
++ typedef union UnionM128
++ {
++ UnionM128()
++ {
++ }
++ UnionM128(__m128 in)
++ {
++ m128 = in;
++ }
++
++ UnionM128(__m128i in)
++ {
++ m128i = in;
++ }
++
++ operator __m128()
++ {
++ return m128;
++ }
++
++ operator __m128() const
++ {
++ return m128;
++ }
++
++ float m128_f32[4];
++ __int8_t m128_i8[16];
++ __int16_t m128_i16[8];
++ __int32_t m128_i32[4];
++ __int64_t m128_i64[2];
++ __uint16_t m128_u16[8];
++ __uint32_t m128_u32[4];
++ __uint64_t m128_u64[2];
++ __m128 m128;
++ __m128i m128i;
++ } UnionM128;
++
++ typedef __m128 FloatV;
++ typedef __m128 Vec3V;
++ typedef __m128 Vec4V;
++ typedef __m128 BoolV;
++ typedef __m128 QuatV;
++ typedef __m128i VecI32V;
++ typedef UnionM128 VecU32V;
++ typedef UnionM128 VecU16V;
++ typedef UnionM128 VecI16V;
++ typedef UnionM128 VecU8V;
++
++ #define FloatVArg FloatV &
++ #define Vec3VArg Vec3V &
++ #define Vec4VArg Vec4V &
++ #define BoolVArg BoolV &
++ #define VecU32VArg VecU32V &
++ #define VecI32VArg VecI32V &
++ #define VecU16VArg VecU16V &
++ #define VecI16VArg VecI16V &
++ #define VecU8VArg VecU8V &
++ #define QuatVArg QuatV &
++
++ // Optimization for situations in which you cross product multiple vectors with the same vector.
++ // Avoids 2X shuffles per product
++ struct VecCrossV
++ {
++ Vec3V mL1;
++ Vec3V mR1;
++ };
++
++ struct VecShiftV
++ {
++ VecI32V shift;
++ };
++ #define VecShiftVArg VecShiftV &
++
++ PX_ALIGN_PREFIX(16)
++ struct Mat33V
++ {
++ Mat33V()
++ {
++ }
++ Mat33V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2) : col0(c0), col1(c1), col2(c2)
++ {
++ }
++ Vec3V PX_ALIGN(16, col0);
++ Vec3V PX_ALIGN(16, col1);
++ Vec3V PX_ALIGN(16, col2);
++ } PX_ALIGN_SUFFIX(16);
++
++ PX_ALIGN_PREFIX(16)
++ struct Mat34V
++ {
++ Mat34V()
++ {
++ }
++ Mat34V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2, const Vec3V& c3) : col0(c0), col1(c1), col2(c2), col3(c3)
++ {
++ }
++ Vec3V PX_ALIGN(16, col0);
++ Vec3V PX_ALIGN(16, col1);
++ Vec3V PX_ALIGN(16, col2);
++ Vec3V PX_ALIGN(16, col3);
++ } PX_ALIGN_SUFFIX(16);
++
++ PX_ALIGN_PREFIX(16)
++ struct Mat43V
++ {
++ Mat43V()
++ {
++ }
++ Mat43V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2) : col0(c0), col1(c1), col2(c2)
++ {
++ }
++ Vec4V PX_ALIGN(16, col0);
++ Vec4V PX_ALIGN(16, col1);
++ Vec4V PX_ALIGN(16, col2);
++ } PX_ALIGN_SUFFIX(16);
++
++ PX_ALIGN_PREFIX(16)
++ struct Mat44V
++ {
++ Mat44V()
++ {
++ }
++ Mat44V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2, const Vec4V& c3) : col0(c0), col1(c1), col2(c2), col3(c3)
++ {
++ }
++ Vec4V PX_ALIGN(16, col0);
++ Vec4V PX_ALIGN(16, col1);
++ Vec4V PX_ALIGN(16, col2);
++ Vec4V PX_ALIGN(16, col3);
++ } PX_ALIGN_SUFFIX(16);
++
++ } // namespace aos
++ } // namespace physx
++
++ #endif // PXFOUNDATION_PXUNIXSSE2AOS_H