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https://github.com/wolfpld/tracy.git
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193 lines
7.9 KiB
C
193 lines
7.9 KiB
C
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#pragma once
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#if defined(_MSC_VER)
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#define VM_INLINE __forceinline
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#else
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#define VM_INLINE __attribute__((unused, always_inline, nodebug)) inline
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#endif
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#define kSimdWidth 4
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#if !defined(__arm__) && !defined(__arm64__) && !defined(__EMSCRIPTEN__)
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// ---- SSE implementation
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#include <xmmintrin.h>
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#include <emmintrin.h>
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#include <smmintrin.h>
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#define SHUFFLE4(V, X,Y,Z,W) float4(_mm_shuffle_ps((V).m, (V).m, _MM_SHUFFLE(W,Z,Y,X)))
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struct float4
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{
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VM_INLINE float4() {}
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VM_INLINE explicit float4(const float *p) { m = _mm_loadu_ps(p); }
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VM_INLINE explicit float4(float x, float y, float z, float w) { m = _mm_set_ps(w, z, y, x); }
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VM_INLINE explicit float4(float v) { m = _mm_set_ps1(v); }
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VM_INLINE explicit float4(__m128 v) { m = v; }
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VM_INLINE float getX() const { return _mm_cvtss_f32(m); }
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VM_INLINE float getY() const { return _mm_cvtss_f32(_mm_shuffle_ps(m, m, _MM_SHUFFLE(1, 1, 1, 1))); }
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VM_INLINE float getZ() const { return _mm_cvtss_f32(_mm_shuffle_ps(m, m, _MM_SHUFFLE(2, 2, 2, 2))); }
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VM_INLINE float getW() const { return _mm_cvtss_f32(_mm_shuffle_ps(m, m, _MM_SHUFFLE(3, 3, 3, 3))); }
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__m128 m;
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};
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typedef float4 bool4;
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VM_INLINE float4 operator+ (float4 a, float4 b) { a.m = _mm_add_ps(a.m, b.m); return a; }
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VM_INLINE float4 operator- (float4 a, float4 b) { a.m = _mm_sub_ps(a.m, b.m); return a; }
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VM_INLINE float4 operator* (float4 a, float4 b) { a.m = _mm_mul_ps(a.m, b.m); return a; }
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VM_INLINE bool4 operator==(float4 a, float4 b) { a.m = _mm_cmpeq_ps(a.m, b.m); return a; }
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VM_INLINE bool4 operator!=(float4 a, float4 b) { a.m = _mm_cmpneq_ps(a.m, b.m); return a; }
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VM_INLINE bool4 operator< (float4 a, float4 b) { a.m = _mm_cmplt_ps(a.m, b.m); return a; }
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VM_INLINE bool4 operator> (float4 a, float4 b) { a.m = _mm_cmpgt_ps(a.m, b.m); return a; }
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VM_INLINE bool4 operator<=(float4 a, float4 b) { a.m = _mm_cmple_ps(a.m, b.m); return a; }
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VM_INLINE bool4 operator>=(float4 a, float4 b) { a.m = _mm_cmpge_ps(a.m, b.m); return a; }
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VM_INLINE bool4 operator&(bool4 a, bool4 b) { a.m = _mm_and_ps(a.m, b.m); return a; }
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VM_INLINE bool4 operator|(bool4 a, bool4 b) { a.m = _mm_or_ps(a.m, b.m); return a; }
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VM_INLINE float4 operator- (float4 a) { a.m = _mm_xor_ps(a.m, _mm_set1_ps(-0.0f)); return a; }
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VM_INLINE float4 min(float4 a, float4 b) { a.m = _mm_min_ps(a.m, b.m); return a; }
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VM_INLINE float4 max(float4 a, float4 b) { a.m = _mm_max_ps(a.m, b.m); return a; }
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VM_INLINE float hmin(float4 v)
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{
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v = min(v, SHUFFLE4(v, 2, 3, 0, 0));
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v = min(v, SHUFFLE4(v, 1, 0, 0, 0));
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return v.getX();
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}
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// Returns a 4-bit code where bit0..bit3 is X..W
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VM_INLINE unsigned mask(float4 v) { return _mm_movemask_ps(v.m); }
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// Once we have a comparison, we can branch based on its results:
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VM_INLINE bool any(bool4 v) { return mask(v) != 0; }
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VM_INLINE bool all(bool4 v) { return mask(v) == 15; }
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// "select", i.e. hibit(cond) ? b : a
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// on SSE4.1 and up this can be done easily via "blend" instruction;
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// on older SSEs has to do a bunch of hoops, see
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// https://fgiesen.wordpress.com/2016/04/03/sse-mind-the-gap/
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VM_INLINE float4 select(float4 a, float4 b, bool4 cond)
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{
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#if defined(__SSE4_1__) || defined(_MSC_VER) // on windows assume we always have SSE4.1
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a.m = _mm_blendv_ps(a.m, b.m, cond.m);
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#else
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__m128 d = _mm_castsi128_ps(_mm_srai_epi32(_mm_castps_si128(cond.m), 31));
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a.m = _mm_or_ps(_mm_and_ps(d, b.m), _mm_andnot_ps(d, a.m));
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#endif
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return a;
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}
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VM_INLINE __m128i select(__m128i a, __m128i b, bool4 cond)
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{
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#if defined(__SSE4_1__) || defined(_MSC_VER) // on windows assume we always have SSE4.1
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return _mm_blendv_epi8(a, b, _mm_castps_si128(cond.m));
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#else
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__m128i d = _mm_srai_epi32(_mm_castps_si128(cond.m), 31);
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return _mm_or_si128(_mm_and_si128(d, b), _mm_andnot_si128(d, a));
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#endif
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}
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VM_INLINE float4 sqrtf(float4 v) { return float4(_mm_sqrt_ps(v.m)); }
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#elif !defined(__EMSCRIPTEN__)
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// ---- NEON implementation
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#define USE_NEON 1
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#include <arm_neon.h>
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struct float4
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{
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VM_INLINE float4() {}
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VM_INLINE explicit float4(const float *p) { m = vld1q_f32(p); }
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VM_INLINE explicit float4(float x, float y, float z, float w) { float v[4] = {x, y, z, w}; m = vld1q_f32(v); }
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VM_INLINE explicit float4(float v) { m = vdupq_n_f32(v); }
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VM_INLINE explicit float4(float32x4_t v) { m = v; }
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VM_INLINE float getX() const { return vgetq_lane_f32(m, 0); }
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VM_INLINE float getY() const { return vgetq_lane_f32(m, 1); }
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VM_INLINE float getZ() const { return vgetq_lane_f32(m, 2); }
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VM_INLINE float getW() const { return vgetq_lane_f32(m, 3); }
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float32x4_t m;
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};
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typedef float4 bool4;
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VM_INLINE float4 operator+ (float4 a, float4 b) { a.m = vaddq_f32(a.m, b.m); return a; }
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VM_INLINE float4 operator- (float4 a, float4 b) { a.m = vsubq_f32(a.m, b.m); return a; }
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VM_INLINE float4 operator* (float4 a, float4 b) { a.m = vmulq_f32(a.m, b.m); return a; }
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VM_INLINE bool4 operator==(float4 a, float4 b) { a.m = vceqq_f32(a.m, b.m); return a; }
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VM_INLINE bool4 operator!=(float4 a, float4 b) { a.m = a.m = vmvnq_u32(vceqq_f32(a.m, b.m)); return a; }
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VM_INLINE bool4 operator< (float4 a, float4 b) { a.m = vcltq_f32(a.m, b.m); return a; }
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VM_INLINE bool4 operator> (float4 a, float4 b) { a.m = vcgtq_f32(a.m, b.m); return a; }
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VM_INLINE bool4 operator<=(float4 a, float4 b) { a.m = vcleq_f32(a.m, b.m); return a; }
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VM_INLINE bool4 operator>=(float4 a, float4 b) { a.m = vcgeq_f32(a.m, b.m); return a; }
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VM_INLINE bool4 operator&(bool4 a, bool4 b) { a.m = vandq_u32(a.m, b.m); return a; }
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VM_INLINE bool4 operator|(bool4 a, bool4 b) { a.m = vorrq_u32(a.m, b.m); return a; }
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VM_INLINE float4 operator- (float4 a) { a.m = vnegq_f32(a.m); return a; }
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VM_INLINE float4 min(float4 a, float4 b) { a.m = vminq_f32(a.m, b.m); return a; }
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VM_INLINE float4 max(float4 a, float4 b) { a.m = vmaxq_f32(a.m, b.m); return a; }
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VM_INLINE float hmin(float4 v)
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{
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float32x2_t minOfHalfs = vpmin_f32(vget_low_f32(v.m), vget_high_f32(v.m));
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float32x2_t minOfMinOfHalfs = vpmin_f32(minOfHalfs, minOfHalfs);
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return vget_lane_f32(minOfMinOfHalfs, 0);
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}
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// Returns a 4-bit code where bit0..bit3 is X..W
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VM_INLINE unsigned mask(float4 v)
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{
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static const uint32x4_t movemask = { 1, 2, 4, 8 };
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static const uint32x4_t highbit = { 0x80000000, 0x80000000, 0x80000000, 0x80000000 };
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uint32x4_t t0 = vreinterpretq_u32_f32(v.m);
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uint32x4_t t1 = vtstq_u32(t0, highbit);
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uint32x4_t t2 = vandq_u32(t1, movemask);
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uint32x2_t t3 = vorr_u32(vget_low_u32(t2), vget_high_u32(t2));
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return vget_lane_u32(t3, 0) | vget_lane_u32(t3, 1);
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}
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// Once we have a comparison, we can branch based on its results:
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VM_INLINE bool any(bool4 v) { return mask(v) != 0; }
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VM_INLINE bool all(bool4 v) { return mask(v) == 15; }
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// "select", i.e. hibit(cond) ? b : a
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// on SSE4.1 and up this can be done easily via "blend" instruction;
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// on older SSEs has to do a bunch of hoops, see
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// https://fgiesen.wordpress.com/2016/04/03/sse-mind-the-gap/
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VM_INLINE float4 select(float4 a, float4 b, bool4 cond)
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{
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a.m = vbslq_f32(cond.m, b.m, a.m);
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return a;
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}
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VM_INLINE int32x4_t select(int32x4_t a, int32x4_t b, bool4 cond)
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{
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return vbslq_f32(cond.m, b, a);
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}
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VM_INLINE float4 sqrtf(float4 v)
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{
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float32x4_t V = v.m;
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float32x4_t S0 = vrsqrteq_f32(V);
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float32x4_t P0 = vmulq_f32( V, S0 );
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float32x4_t R0 = vrsqrtsq_f32( P0, S0 );
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float32x4_t S1 = vmulq_f32( S0, R0 );
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float32x4_t P1 = vmulq_f32( V, S1 );
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float32x4_t R1 = vrsqrtsq_f32( P1, S1 );
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float32x4_t S2 = vmulq_f32( S1, R1 );
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float32x4_t P2 = vmulq_f32( V, S2 );
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float32x4_t R2 = vrsqrtsq_f32( P2, S2 );
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float32x4_t S3 = vmulq_f32( S2, R2 );
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return float4(vmulq_f32(V, S3));
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}
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VM_INLINE float4 splatX(float32x4_t v) { return float4(vdupq_lane_f32(vget_low_f32(v), 0)); }
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VM_INLINE float4 splatY(float32x4_t v) { return float4(vdupq_lane_f32(vget_low_f32(v), 1)); }
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VM_INLINE float4 splatZ(float32x4_t v) { return float4(vdupq_lane_f32(vget_high_f32(v), 0)); }
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VM_INLINE float4 splatW(float32x4_t v) { return float4(vdupq_lane_f32(vget_high_f32(v), 1)); }
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#endif
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