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-rw-r--r--include/cglm/simd/neon/affine.h121
1 files changed, 121 insertions, 0 deletions
diff --git a/include/cglm/simd/neon/affine.h b/include/cglm/simd/neon/affine.h
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+++ b/include/cglm/simd/neon/affine.h
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+/*
+ * Copyright (c), Recep Aslantas.
+ *
+ * MIT License (MIT), http://opensource.org/licenses/MIT
+ * Full license can be found in the LICENSE file
+ */
+
+#ifndef cglm_affine_neon_h
+#define cglm_affine_neon_h
+#if defined(CGLM_NEON_FP)
+
+#include "../../common.h"
+#include "../intrin.h"
+
+CGLM_INLINE
+void
+glm_mul_neon(mat4 m1, mat4 m2, mat4 dest) {
+ /* D = R * L (Column-Major) */
+
+ glmm_128 l, r0, r1, r2, r3, v0, v1, v2, v3;
+
+ l = glmm_load(m1[0]);
+ r0 = glmm_load(m2[0]);
+ r1 = glmm_load(m2[1]);
+ r2 = glmm_load(m2[2]);
+ r3 = glmm_load(m2[3]);
+
+ v0 = vmulq_f32(glmm_splat_x(r0), l);
+ v1 = vmulq_f32(glmm_splat_x(r1), l);
+ v2 = vmulq_f32(glmm_splat_x(r2), l);
+ v3 = vmulq_f32(glmm_splat_x(r3), l);
+
+ l = glmm_load(m1[1]);
+ v0 = glmm_fmadd(glmm_splat_y(r0), l, v0);
+ v1 = glmm_fmadd(glmm_splat_y(r1), l, v1);
+ v2 = glmm_fmadd(glmm_splat_y(r2), l, v2);
+ v3 = glmm_fmadd(glmm_splat_y(r3), l, v3);
+
+ l = glmm_load(m1[2]);
+ v0 = glmm_fmadd(glmm_splat_z(r0), l, v0);
+ v1 = glmm_fmadd(glmm_splat_z(r1), l, v1);
+ v2 = glmm_fmadd(glmm_splat_z(r2), l, v2);
+ v3 = glmm_fmadd(glmm_splat_z(r3), l, v3);
+
+ v3 = glmm_fmadd(glmm_splat_w(r3), glmm_load(m1[3]), v3);
+
+ glmm_store(dest[0], v0);
+ glmm_store(dest[1], v1);
+ glmm_store(dest[2], v2);
+ glmm_store(dest[3], v3);
+}
+
+CGLM_INLINE
+void
+glm_mul_rot_neon(mat4 m1, mat4 m2, mat4 dest) {
+ /* D = R * L (Column-Major) */
+
+ glmm_128 l, r0, r1, r2, v0, v1, v2;
+
+ l = glmm_load(m1[0]);
+ r0 = glmm_load(m2[0]);
+ r1 = glmm_load(m2[1]);
+ r2 = glmm_load(m2[2]);
+
+ v0 = vmulq_f32(glmm_splat_x(r0), l);
+ v1 = vmulq_f32(glmm_splat_x(r1), l);
+ v2 = vmulq_f32(glmm_splat_x(r2), l);
+
+ l = glmm_load(m1[1]);
+ v0 = glmm_fmadd(glmm_splat_y(r0), l, v0);
+ v1 = glmm_fmadd(glmm_splat_y(r1), l, v1);
+ v2 = glmm_fmadd(glmm_splat_y(r2), l, v2);
+
+ l = glmm_load(m1[2]);
+ v0 = glmm_fmadd(glmm_splat_z(r0), l, v0);
+ v1 = glmm_fmadd(glmm_splat_z(r1), l, v1);
+ v2 = glmm_fmadd(glmm_splat_z(r2), l, v2);
+
+ glmm_store(dest[0], v0);
+ glmm_store(dest[1], v1);
+ glmm_store(dest[2], v2);
+ glmm_store(dest[3], glmm_load(m1[3]));
+}
+
+CGLM_INLINE
+void
+glm_inv_tr_neon(mat4 mat) {
+ float32x4x4_t vmat;
+ glmm_128 r0, r1, r2, x0;
+
+ vmat = vld4q_f32(mat[0]);
+ r0 = vmat.val[0];
+ r1 = vmat.val[1];
+ r2 = vmat.val[2];
+
+ x0 = glmm_fmadd(r0, glmm_splat_w(r0),
+ glmm_fmadd(r1, glmm_splat_w(r1),
+ vmulq_f32(r2, glmm_splat_w(r2))));
+ x0 = vnegq_f32(x0);
+
+ glmm_store(mat[0], r0);
+ glmm_store(mat[1], r1);
+ glmm_store(mat[2], r2);
+ glmm_store(mat[3], x0);
+
+ mat[0][3] = 0.0f;
+ mat[1][3] = 0.0f;
+ mat[2][3] = 0.0f;
+ mat[3][3] = 1.0f;
+
+ /* TODO: ?
+ zo = vget_high_f32(r3);
+ vst1_lane_f32(&mat[0][3], zo, 0);
+ vst1_lane_f32(&mat[1][3], zo, 0);
+ vst1_lane_f32(&mat[2][3], zo, 0);
+ vst1_lane_f32(&mat[3][3], zo, 1);
+ */
+}
+
+#endif
+#endif /* cglm_affine_neon_h */