2020-05-31 17:24:53 +02:00

173 lines
4.2 KiB
C

/*
The MIT License (MIT)
Copyright (c) 2015 Lachlan Tychsen-Smith (lachlan.ts@gmail.com)
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#include "math_neon.h"
//vec4 scalar product
float
dot3_c(float v0[3], float v1[3])
{
float r;
r = v0[0]*v1[0];
r += v0[1]*v1[1];
r += v0[2]*v1[2];
return r;
}
void
cross3_c(float v0[3], float v1[3], float d[3])
{
d[0] = v0[1]*v1[2] - v0[2]*v1[1];
d[1] = v0[2]*v1[0] - v0[0]*v1[2];
d[2] = v0[0]*v1[1] - v0[1]*v1[0];
}
void
normalize3_c(float v[3], float d[3])
{
float b, c, x;
union {
float f;
int i;
} a;
x = v[0]*v[0];
x += v[1]*v[1];
x += v[2]*v[2];
//fast invsqrt approx
a.f = x;
a.i = 0x5F3759DF - (a.i >> 1); //VRSQRTE
c = x * a.f;
b = (3.0f - c * a.f) * 0.5; //VRSQRTS
a.f = a.f * b;
c = x * a.f;
b = (3.0f - c * a.f) * 0.5;
a.f = a.f * b;
d[0] = v[0]*a.f;
d[1] = v[1]*a.f;
d[2] = v[2]*a.f;
}
float
dot3_neon_hfp(float v0[3], float v1[3])
{
#ifdef __MATH_NEON
asm volatile (
"vld1.32 {d2}, [%0] \n\t" //d2={x0,y0}
"flds s6, [%0, #8] \n\t" //d3[0]={z0}
"vld1.32 {d4}, [%1] \n\t" //d4={x1,y1}
"flds s10, [%1, #8] \n\t" //d5[0]={z1}
"vmul.f32 d0, d2, d4 \n\t" //d0= d2*d4
"vpadd.f32 d0, d0, d0 \n\t" //d0 = d[0] + d[1]
"vmla.f32 d0, d3, d5 \n\t" //d0 = d0 + d3*d5
:: "r"(v0), "r"(v1)
: "d0","d1","d2","d3","d4","d5"
);
#endif
}
float
dot3_neon_sfp(float v0[3], float v1[3])
{
#ifdef __MATH_NEON
dot3_neon_hfp(v0, v1);
asm volatile ("vmov.f32 r0, s0 \n\t");
#else
return dot3_c(v0, v1);
#endif
};
void cross3_neon(float v0[3], float v1[3], float d[3])
{
#ifdef __MATH_NEON
asm volatile (
"flds s3, [%0] \n\t" //d1[1]={x0}
"add %0, %0, #4 \n\t" //
"vld1.32 {d0}, [%0] \n\t" //d0={y0,z0}
"vmov.f32 s2, s1 \n\t" //d1[0]={z0}
"flds s5, [%1] \n\t" //d2[1]={x1}
"add %1, %1, #4 \n\t" //
"vld1.32 {d3}, [%1] \n\t" //d3={y1,z1}
"vmov.f32 s4, s7 \n\t" //d2[0]=d3[1]
"vmul.f32 d4, d0, d2 \n\t" //d4=d0*d2
"vmls.f32 d4, d1, d3 \n\t" //d4-=d1*d3
"vmul.f32 d5, d3, d1[1] \n\t" //d5=d3*d1[1]
"vmls.f32 d5, d0, d2[1] \n\t" //d5-=d0*d2[1]
"vst1.32 d4, [%2] \n\t" //
"add %2, %2, #8 \n\t" //
"fsts s10, [%2] \n\t" //
: "+r"(v0), "+r"(v1), "+r"(d):
: "d0", "d1", "d2", "d3", "d4", "d5", "memory"
);
#else
cross3_c(v0,v1,d);
#endif
}
void
normalize3_neon(float v[3], float d[3])
{
#ifdef __MATH_NEON
asm volatile (
"vld1.32 {d4}, [%0] \n\t" //d4={x0,y0}
"flds s10, [%0, #8] \n\t" //d5[0]={z0}
"vmul.f32 d0, d4, d4 \n\t" //d0= d4*d4
"vpadd.f32 d0, d0 \n\t" //d0 = d[0] + d[1]
"vmla.f32 d0, d5, d5 \n\t" //d0 = d0 + d5*d5
"vmov.f32 d1, d0 \n\t" //d1 = d0
"vrsqrte.f32 d0, d0 \n\t" //d0 = ~ 1.0 / sqrt(d0)
"vmul.f32 d2, d0, d1 \n\t" //d2 = d0 * d1
"vrsqrts.f32 d3, d2, d0 \n\t" //d3 = (3 - d0 * d2) / 2
"vmul.f32 d0, d0, d3 \n\t" //d0 = d0 * d3
"vmul.f32 d2, d0, d1 \n\t" //d2 = d0 * d1
"vrsqrts.f32 d3, d2, d0 \n\t" //d4 = (3 - d0 * d3) / 2
"vmul.f32 d0, d0, d3 \n\t" //d0 = d0 * d4
"vmul.f32 q2, q2, d0[0] \n\t" //d0= d2*d4
"vst1.32 {d4}, [%1] \n\t" //
"fsts s10, [%1, #8] \n\t" //
:: "r"(v), "r"(d)
: "d0", "d1", "d2", "d3", "d4", "d5", "memory"
);
#else
normalize3_c(v, d);
#endif
}