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345 lines
9.5 KiB
C++
345 lines
9.5 KiB
C++
///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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/// Copyright (c) 2005 - 2012 G-Truc Creation (www.g-truc.net)
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/// Permission is hereby granted, free of charge, to any person obtaining a copy
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/// of this software and associated documentation files (the "Software"), to deal
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/// in the Software without restriction, including without limitation the rights
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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/// copies of the Software, and to permit persons to whom the Software is
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/// furnished to do so, subject to the following conditions:
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///
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/// The above copyright notice and this permission notice shall be included in
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/// all copies or substantial portions of the Software.
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///
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/// Restrictions:
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/// By making use of the Software for military purposes, you choose to make
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/// a Bunny unhappy.
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///
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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/// THE SOFTWARE.
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///
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/// @file test/gtx/gtx_simd_mat4.cpp
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/// @date 2010-09-16 / 2014-11-25
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/// @author Christophe Riccio
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///////////////////////////////////////////////////////////////////////////////////
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#define GLM_STATIC_CONST_MEMBERS
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtc/random.hpp>
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#include <glm/gtx/simd_vec4.hpp>
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#include <glm/gtx/simd_mat4.hpp>
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#include <cstdio>
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#include <ctime>
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#include <vector>
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#if(GLM_ARCH != GLM_ARCH_PURE)
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std::vector<float> test_detA(std::vector<glm::mat4> const & Data)
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{
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std::vector<float> Test(Data.size());
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std::clock_t TimeStart = clock();
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for(std::size_t i = 0; i < Test.size() - 1; ++i)
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Test[i] = glm::determinant(Data[i]);
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std::clock_t TimeEnd = clock();
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printf("Det A: %ld\n", TimeEnd - TimeStart);
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return Test;
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}
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std::vector<float> test_detB(std::vector<glm::mat4> const & Data)
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{
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std::vector<float> Test(Data.size());
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std::clock_t TimeStart = clock();
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for(std::size_t i = 0; i < Test.size() - 1; ++i)
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{
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_mm_prefetch((char*)&Data[i + 1], _MM_HINT_T0);
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glm::simdMat4 m(Data[i]);
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glm::simdVec4 d(glm::detail::sse_slow_det_ps((__m128 const * const)&m));
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glm::vec4 v;//(d);
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Test[i] = v.x;
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}
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std::clock_t TimeEnd = clock();
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printf("Det B: %ld\n", TimeEnd - TimeStart);
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return Test;
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}
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std::vector<float> test_detC(std::vector<glm::mat4> const & Data)
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{
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std::vector<float> Test(Data.size());
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std::clock_t TimeStart = clock();
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for(std::size_t i = 0; i < Test.size() - 1; ++i)
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{
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_mm_prefetch((char*)&Data[i + 1], _MM_HINT_T0);
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glm::simdMat4 m(Data[i]);
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glm::simdVec4 d(glm::detail::sse_det_ps((__m128 const * const)&m));
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glm::vec4 v;//(d);
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Test[i] = v.x;
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}
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std::clock_t TimeEnd = clock();
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printf("Det C: %ld\n", TimeEnd - TimeStart);
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return Test;
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}
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std::vector<float> test_detD(std::vector<glm::mat4> const & Data)
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{
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std::vector<float> Test(Data.size());
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std::clock_t TimeStart = clock();
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for(std::size_t i = 0; i < Test.size() - 1; ++i)
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{
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_mm_prefetch((char*)&Data[i + 1], _MM_HINT_T0);
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glm::simdMat4 m(Data[i]);
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glm::simdVec4 d(glm::detail::sse_detd_ps((__m128 const * const)&m));
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glm::vec4 v;//(d);
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Test[i] = v.x;
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}
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std::clock_t TimeEnd = clock();
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printf("Det D: %ld\n", TimeEnd - TimeStart);
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return Test;
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}
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void test_invA(std::vector<glm::mat4> const & Data, std::vector<glm::mat4> & Out)
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{
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//std::vector<float> Test(Data.size());
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Out.resize(Data.size());
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std::clock_t TimeStart = clock();
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for(std::size_t i = 0; i < Out.size() - 1; ++i)
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{
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Out[i] = glm::inverse(Data[i]);
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}
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std::clock_t TimeEnd = clock();
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printf("Inv A: %ld\n", TimeEnd - TimeStart);
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}
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void test_invC(std::vector<glm::mat4> const & Data, std::vector<glm::mat4> & Out)
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{
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//std::vector<float> Test(Data.size());
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Out.resize(Data.size());
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std::clock_t TimeStart = clock();
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for(std::size_t i = 0; i < Out.size() - 1; ++i)
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{
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_mm_prefetch((char*)&Data[i + 1], _MM_HINT_T0);
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glm::simdMat4 m(Data[i]);
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glm::simdMat4 o;
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glm::detail::sse_inverse_fast_ps((__m128 const * const)&m, (__m128 *)&o);
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Out[i] = *(glm::mat4*)&o;
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}
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std::clock_t TimeEnd = clock();
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printf("Inv C: %ld\n", TimeEnd - TimeStart);
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}
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void test_invD(std::vector<glm::mat4> const & Data, std::vector<glm::mat4> & Out)
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{
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//std::vector<float> Test(Data.size());
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Out.resize(Data.size());
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std::clock_t TimeStart = clock();
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for(std::size_t i = 0; i < Out.size() - 1; ++i)
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{
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_mm_prefetch((char*)&Data[i + 1], _MM_HINT_T0);
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glm::simdMat4 m(Data[i]);
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glm::simdMat4 o;
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glm::detail::sse_inverse_ps((__m128 const * const)&m, (__m128 *)&o);
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Out[i] = *(glm::mat4*)&o;
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}
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std::clock_t TimeEnd = clock();
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printf("Inv D: %ld\n", TimeEnd - TimeStart);
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}
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void test_mulA(std::vector<glm::mat4> const & Data, std::vector<glm::mat4> & Out)
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{
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//std::vector<float> Test(Data.size());
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Out.resize(Data.size());
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std::clock_t TimeStart = clock();
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for(std::size_t i = 0; i < Out.size() - 1; ++i)
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{
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Out[i] = Data[i] * Data[i];
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}
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std::clock_t TimeEnd = clock();
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printf("Mul A: %ld\n", TimeEnd - TimeStart);
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}
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void test_mulD(std::vector<glm::mat4> const & Data, std::vector<glm::mat4> & Out)
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{
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//std::vector<float> Test(Data.size());
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Out.resize(Data.size());
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std::clock_t TimeStart = clock();
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for(std::size_t i = 0; i < Out.size() - 1; ++i)
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{
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_mm_prefetch((char*)&Data[i + 1], _MM_HINT_T0);
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glm::simdMat4 m(Data[i]);
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glm::simdMat4 o;
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glm::detail::sse_mul_ps((__m128 const * const)&m, (__m128 const * const)&m, (__m128*)&o);
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Out[i] = *(glm::mat4*)&o;
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}
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std::clock_t TimeEnd = clock();
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printf("Mul D: %ld\n", TimeEnd - TimeStart);
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}
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int test_compute_glm()
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{
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return 0;
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}
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int test_compute_gtx()
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{
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std::vector<glm::vec4> Output(1000000);
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std::clock_t TimeStart = clock();
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for(std::size_t k = 0; k < Output.size(); ++k)
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{
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float i = float(k) / 1000.f + 0.001f;
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glm::vec3 A = glm::normalize(glm::vec3(i));
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glm::vec3 B = glm::cross(A, glm::normalize(glm::vec3(1, 1, 2)));
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glm::mat4 C = glm::rotate(glm::mat4(1.0f), i, B);
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glm::mat4 D = glm::scale(C, glm::vec3(0.8f, 1.0f, 1.2f));
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glm::mat4 E = glm::translate(D, glm::vec3(1.4f, 1.2f, 1.1f));
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glm::mat4 F = glm::perspective(i, 1.5f, 0.1f, 1000.f);
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glm::mat4 G = glm::inverse(F * E);
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glm::vec3 H = glm::unProject(glm::vec3(i), G, F, E[3]);
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glm::vec3 I = glm::any(glm::isnan(glm::project(H, G, F, E[3]))) ? glm::vec3(2) : glm::vec3(1);
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glm::mat4 J = glm::lookAt(glm::normalize(glm::max(B, glm::vec3(0.001f))), H, I);
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glm::mat4 K = glm::transpose(J);
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glm::quat L = glm::normalize(glm::quat_cast(K));
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glm::vec4 M = L * glm::smoothstep(K[3], J[3], glm::vec4(i));
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glm::mat4 N = glm::mat4(glm::normalize(glm::max(M, glm::vec4(0.001f))), K[3], J[3], glm::vec4(i));
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glm::mat4 O = N * glm::inverse(N);
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glm::vec4 P = O * glm::reflect(N[3], glm::vec4(A, 1.0f));
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glm::vec4 Q = glm::vec4(glm::dot(M, P));
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glm::vec4 R = glm::quat(Q.w, glm::vec3(Q)) * P;
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Output[k] = R;
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}
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std::clock_t TimeEnd = clock();
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printf("test_compute_gtx: %ld\n", TimeEnd - TimeStart);
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return 0;
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}
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int test_static_const() {
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int Error(0);
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Error += glm::mat4_cast(glm::simdMat4(static_cast<float>(1))) == glm::mat4_cast(glm::simdMat4::IDENTITY) ? 0 : 1;
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Error += glm::mat4_cast(glm::simdMat4(static_cast<float>(0))) == glm::mat4_cast(glm::simdMat4::ZERO) ? 0 : 1;
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return Error;
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}
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int main()
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{
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int Error = 0;
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#ifdef GLM_META_PROG_HELPERS
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assert(glm::simdMat4::rows == glm::simdMat4::row_type::components);
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assert(glm::simdMat4::cols == glm::simdMat4::col_type::components);
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assert(glm::simdMat4::components == glm::simdMat4::pure_type::components);
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assert(glm::simdMat4::rows == glm::simdMat4::pure_row_type::components);
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assert(glm::simdMat4::cols == glm::simdMat4::pure_col_type::components);
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#endif
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std::vector<glm::mat4> Data(64 * 64 * 1);
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for(std::size_t i = 0; i < Data.size(); ++i)
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Data[i] = glm::mat4(
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glm::vec4(glm::linearRand(glm::vec4(-2.0f), glm::vec4(2.0f))),
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glm::vec4(glm::linearRand(glm::vec4(-2.0f), glm::vec4(2.0f))),
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glm::vec4(glm::linearRand(glm::vec4(-2.0f), glm::vec4(2.0f))),
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glm::vec4(glm::linearRand(glm::vec4(-2.0f), glm::vec4(2.0f))));
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{
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std::vector<glm::mat4> TestInvA;
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test_invA(Data, TestInvA);
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}
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{
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std::vector<glm::mat4> TestInvC;
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test_invC(Data, TestInvC);
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}
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{
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std::vector<glm::mat4> TestInvD;
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test_invD(Data, TestInvD);
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}
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{
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std::vector<glm::mat4> TestA;
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test_mulA(Data, TestA);
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}
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{
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std::vector<glm::mat4> TestD;
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test_mulD(Data, TestD);
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}
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{
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std::vector<float> TestDetA = test_detA(Data);
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std::vector<float> TestDetB = test_detB(Data);
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std::vector<float> TestDetD = test_detD(Data);
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std::vector<float> TestDetC = test_detC(Data);
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for(std::size_t i = 0; i < TestDetA.size(); ++i)
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if(TestDetA[i] != TestDetB[i] && TestDetC[i] != TestDetB[i] && TestDetC[i] != TestDetD[i])
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return 1;
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}
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// shuffle test
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glm::simdVec4 A(1.0f, 2.0f, 3.0f, 4.0f);
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glm::simdVec4 B(5.0f, 6.0f, 7.0f, 8.0f);
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//__m128 C = _mm_shuffle_ps(A.Data, B.Data, _MM_SHUFFLE(1, 0, 1, 0));
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Error += test_compute_glm();
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Error += test_compute_gtx();
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Error += test_static_const();
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float Det = glm::determinant(glm::simdMat4(1.0));
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Error += Det == 1.0f ? 0 : 1;
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glm::simdMat4 D = glm::matrixCompMult(glm::simdMat4(1.0), glm::simdMat4(1.0));
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return Error;
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}
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#else
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int main()
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{
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int Error = 0;
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return Error;
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}
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#endif//(GLM_ARCH != GLM_ARCH_PURE)
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