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- /*******************************************************************************
- The content of this file includes portions of the AUDIOKINETIC Wwise Technology
- released in source code form as part of the SDK installer package.
- Commercial License Usage
- Licensees holding valid commercial licenses to the AUDIOKINETIC Wwise Technology
- may use this file in accordance with the end user license agreement provided
- with the software or, alternatively, in accordance with the terms contained in a
- written agreement between you and Audiokinetic Inc.
- Apache License Usage
- Alternatively, this file may be used under the Apache License, Version 2.0 (the
- "Apache License"); you may not use this file except in compliance with the
- Apache License. You may obtain a copy of the Apache License at
- http://www.apache.org/licenses/LICENSE-2.0.
- Unless required by applicable law or agreed to in writing, software distributed
- under the Apache License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES
- OR CONDITIONS OF ANY KIND, either express or implied. See the Apache License for
- the specific language governing permissions and limitations under the License.
- Copyright (c) 2023 Audiokinetic Inc.
- *******************************************************************************/
- // AkSimd.h
- /// \file
- /// Simd definitions.
- #pragma once
- #include <AK/SoundEngine/Common/AkTypes.h>
- /// Get the element at index __num__ in vector __vName
- #define AKSIMD_GETELEMENT_V4F32( __vName, __num__ ) ((AkReal32*)&(__vName))[(__num__)]
- #define AKSIMD_GETELEMENT_V2F32( __vName, __num__ ) ((AkReal32*)&(__vName))[(__num__)]
- #define AKSIMD_GETELEMENT_V2F64( __vName, __num__ ) ((AkReal64*)&(__vName))[(__num__)]
- #define AKSIMD_GETELEMENT_V4I32( __vName, __num__ ) ((AkInt32*)&(__vName))[(__num__)]
- #define AKSIMD_GETELEMENT_V2I64( __vName, __num__ ) ((AkInt64*)&(__vName))[(__num__)]
- //////////////////////////////////////////////////////////////////////////
- // Platform-specific section.
- #if defined( AK_WIN ) || defined( AK_XBOX )
-
- #include <AK/SoundEngine/Platforms/Windows/AkSimd.h>
- #elif defined( AK_APPLE )
- #include <TargetConditionals.h>
- #include <AK/SoundEngine/Platforms/Mac/AkSimd.h>
- #elif defined( AK_ANDROID )
- #include <AK/SoundEngine/Platforms/Android/AkSimd.h>
- #elif defined( AK_PS4 )
- #include <AK/SoundEngine/Platforms/PS4/AkSimd.h>
-
- #elif defined( AK_PS5 )
- #include <AK/SoundEngine/Platforms/PS5/AkSimd.h>
- #elif defined( AK_LINUX )
- #include <AK/SoundEngine/Platforms/Linux/AkSimd.h>
- #elif defined( AK_EMSCRIPTEN )
- #include <AK/SoundEngine/Platforms/Emscripten/AkSimd.h>
- #elif defined( AK_QNX )
- #include <AK/SoundEngine/Platforms/QNX/AkSimd.h>
- #elif defined( AK_NX )
- #include <AK/SoundEngine/Platforms/NX/AkSimd.h>
- #else
- #error Unsupported platform, or platform-specific SIMD not defined
- #endif
- //////////////////////////////////////////////////////////////////////////
- // Other helpers
- #ifndef AKSIMD_ASSERTFLUSHZEROMODE
- #define AKSIMD_ASSERTFLUSHZEROMODE
- #endif
- #ifndef AKSIMD_DECLARE_V4F32_TYPE
- #define AKSIMD_DECLARE_V4F32_TYPE AKSIMD_V4F32
- #endif
- #ifndef AKSIMD_DECLARE_V4I32_TYPE
- #define AKSIMD_DECLARE_V4I32_TYPE AKSIMD_V4I32
- #endif
- #ifndef AKSIMD_DECLARE_V4F32
- #define AKSIMD_DECLARE_V4F32( _x, _a, _b, _c, _d ) AKSIMD_DECLARE_V4F32_TYPE _x = { _a, _b, _c, _d }
- #endif
- #ifndef AKSIMD_DECLARE_V4I32
- #define AKSIMD_DECLARE_V4I32( _x, _a, _b, _c, _d ) AKSIMD_DECLARE_V4I32_TYPE _x = { _a, _b, _c, _d }
- #endif
- #ifndef AKSIMD_SETELEMENT_V4F32
- #define AKSIMD_SETELEMENT_V4F32( __vName__, __num__, __value__ ) ( AKSIMD_GETELEMENT_V4F32( __vName__, __num__ ) = (__value__) )
- #endif
- /// Rotate four vectors. After rotation:
- /// A[3:0] = D[0] C[0] B[0] A[0]
- /// B[3:0] = D[1] C[1] B[1] A[1]
- /// C[3:0] = D[2] C[2] B[2] A[2]
- /// D[3:0] = D[3] C[3] B[3] A[3]
- AkForceInline void AKSIMD_TRANSPOSE4X4_V4F32(AKSIMD_V4F32 &A, AKSIMD_V4F32 &B, AKSIMD_V4F32 &C, AKSIMD_V4F32 &D)
- {
- AKSIMD_V4F32 tmp1, tmp2, tmp3, tmp4;
- tmp1 = AKSIMD_MOVELH_V4F32(A, B);
- tmp2 = AKSIMD_MOVEHL_V4F32(B, A);
- tmp3 = AKSIMD_MOVELH_V4F32(C, D);
- tmp4 = AKSIMD_MOVEHL_V4F32(D, C);
- A = AKSIMD_SHUFFLE_V4F32(tmp1, tmp3, AKSIMD_SHUFFLE(2, 0, 2, 0));
- B = AKSIMD_SHUFFLE_V4F32(tmp1, tmp3, AKSIMD_SHUFFLE(3, 1, 3, 1));
- C = AKSIMD_SHUFFLE_V4F32(tmp2, tmp4, AKSIMD_SHUFFLE(2, 0, 2, 0));
- D = AKSIMD_SHUFFLE_V4F32(tmp2, tmp4, AKSIMD_SHUFFLE(3, 1, 3, 1));
- }
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