Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one.
1631 lines
65 KiB
C++
1631 lines
65 KiB
C++
/*
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Copyright (c) 2011-213 Apple Inc. http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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This source version has been altered.
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*/
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#if defined (_WIN32) || defined (__i386__)
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#define B3_USE_SSE_IN_API
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#endif
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#include "b3Vector3.h"
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#if defined (B3_USE_SSE) || defined (B3_USE_NEON)
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#ifdef __APPLE__
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#include <stdint.h>
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typedef float float4 __attribute__ ((vector_size(16)));
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#else
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#define float4 __m128
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#endif
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//typedef uint32_t uint4 __attribute__ ((vector_size(16)));
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#if defined B3_USE_SSE || defined _WIN32
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#define LOG2_ARRAY_SIZE 6
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#define STACK_ARRAY_COUNT (1UL << LOG2_ARRAY_SIZE)
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#include <emmintrin.h>
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long b3_maxdot_large( const float *vv, const float *vec, unsigned long count, float *dotResult );
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long b3_maxdot_large( const float *vv, const float *vec, unsigned long count, float *dotResult )
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{
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const float4 *vertices = (const float4*) vv;
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static const unsigned char indexTable[16] = {(unsigned char)-1, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0 };
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float4 dotMax = b3Assign128( -B3_INFINITY, -B3_INFINITY, -B3_INFINITY, -B3_INFINITY );
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float4 vvec = _mm_loadu_ps( vec );
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float4 vHi = b3CastiTo128f(_mm_shuffle_epi32( b3CastfTo128i( vvec), 0xaa )); /// zzzz
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float4 vLo = _mm_movelh_ps( vvec, vvec ); /// xyxy
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long maxIndex = -1L;
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size_t segment = 0;
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float4 stack_array[ STACK_ARRAY_COUNT ];
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#if DEBUG
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// memset( stack_array, -1, STACK_ARRAY_COUNT * sizeof(stack_array[0]) );
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#endif
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size_t index;
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float4 max;
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// Faster loop without cleanup code for full tiles
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for ( segment = 0; segment + STACK_ARRAY_COUNT*4 <= count; segment += STACK_ARRAY_COUNT*4 )
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{
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max = dotMax;
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for( index = 0; index < STACK_ARRAY_COUNT; index+= 4 )
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{ // do four dot products at a time. Carefully avoid touching the w element.
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float4 v0 = vertices[0];
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float4 v1 = vertices[1];
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float4 v2 = vertices[2];
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float4 v3 = vertices[3]; vertices += 4;
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float4 lo0 = _mm_movelh_ps( v0, v1); // x0y0x1y1
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float4 hi0 = _mm_movehl_ps( v1, v0); // z0?0z1?1
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float4 lo1 = _mm_movelh_ps( v2, v3); // x2y2x3y3
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float4 hi1 = _mm_movehl_ps( v3, v2); // z2?2z3?3
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lo0 = lo0*vLo;
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lo1 = lo1*vLo;
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float4 z = _mm_shuffle_ps(hi0, hi1, 0x88);
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float4 x = _mm_shuffle_ps(lo0, lo1, 0x88);
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float4 y = _mm_shuffle_ps(lo0, lo1, 0xdd);
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z = z*vHi;
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x = x+y;
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x = x+z;
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stack_array[index] = x;
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max = _mm_max_ps( x, max ); // control the order here so that max is never NaN even if x is nan
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v0 = vertices[0];
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v1 = vertices[1];
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v2 = vertices[2];
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v3 = vertices[3]; vertices += 4;
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lo0 = _mm_movelh_ps( v0, v1); // x0y0x1y1
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hi0 = _mm_movehl_ps( v1, v0); // z0?0z1?1
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lo1 = _mm_movelh_ps( v2, v3); // x2y2x3y3
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hi1 = _mm_movehl_ps( v3, v2); // z2?2z3?3
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lo0 = lo0*vLo;
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lo1 = lo1*vLo;
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z = _mm_shuffle_ps(hi0, hi1, 0x88);
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x = _mm_shuffle_ps(lo0, lo1, 0x88);
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y = _mm_shuffle_ps(lo0, lo1, 0xdd);
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z = z*vHi;
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x = x+y;
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x = x+z;
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stack_array[index+1] = x;
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max = _mm_max_ps( x, max ); // control the order here so that max is never NaN even if x is nan
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v0 = vertices[0];
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v1 = vertices[1];
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v2 = vertices[2];
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v3 = vertices[3]; vertices += 4;
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lo0 = _mm_movelh_ps( v0, v1); // x0y0x1y1
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hi0 = _mm_movehl_ps( v1, v0); // z0?0z1?1
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lo1 = _mm_movelh_ps( v2, v3); // x2y2x3y3
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hi1 = _mm_movehl_ps( v3, v2); // z2?2z3?3
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lo0 = lo0*vLo;
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lo1 = lo1*vLo;
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z = _mm_shuffle_ps(hi0, hi1, 0x88);
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x = _mm_shuffle_ps(lo0, lo1, 0x88);
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y = _mm_shuffle_ps(lo0, lo1, 0xdd);
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z = z*vHi;
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x = x+y;
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x = x+z;
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stack_array[index+2] = x;
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max = _mm_max_ps( x, max ); // control the order here so that max is never NaN even if x is nan
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v0 = vertices[0];
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v1 = vertices[1];
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v2 = vertices[2];
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v3 = vertices[3]; vertices += 4;
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lo0 = _mm_movelh_ps( v0, v1); // x0y0x1y1
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hi0 = _mm_movehl_ps( v1, v0); // z0?0z1?1
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lo1 = _mm_movelh_ps( v2, v3); // x2y2x3y3
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hi1 = _mm_movehl_ps( v3, v2); // z2?2z3?3
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lo0 = lo0*vLo;
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lo1 = lo1*vLo;
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z = _mm_shuffle_ps(hi0, hi1, 0x88);
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x = _mm_shuffle_ps(lo0, lo1, 0x88);
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y = _mm_shuffle_ps(lo0, lo1, 0xdd);
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z = z*vHi;
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x = x+y;
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x = x+z;
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stack_array[index+3] = x;
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max = _mm_max_ps( x, max ); // control the order here so that max is never NaN even if x is nan
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// It is too costly to keep the index of the max here. We will look for it again later. We save a lot of work this way.
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}
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// If we found a new max
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if( 0xf != _mm_movemask_ps( (float4) _mm_cmpeq_ps(max, dotMax)))
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{
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// copy the new max across all lanes of our max accumulator
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max = _mm_max_ps(max, (float4) _mm_shuffle_ps( max, max, 0x4e));
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max = _mm_max_ps(max, (float4) _mm_shuffle_ps( max, max, 0xb1));
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dotMax = max;
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// find first occurrence of that max
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size_t test;
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for( index = 0; 0 == (test=_mm_movemask_ps( _mm_cmpeq_ps( stack_array[index], max))); index++ ) // local_count must be a multiple of 4
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{}
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// record where it is.
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maxIndex = 4*index + segment + indexTable[test];
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}
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}
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// account for work we've already done
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count -= segment;
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// Deal with the last < STACK_ARRAY_COUNT vectors
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max = dotMax;
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index = 0;
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if( b3Unlikely( count > 16) )
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{
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for( ; index + 4 <= count / 4; index+=4 )
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{ // do four dot products at a time. Carefully avoid touching the w element.
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float4 v0 = vertices[0];
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float4 v1 = vertices[1];
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float4 v2 = vertices[2];
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float4 v3 = vertices[3]; vertices += 4;
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float4 lo0 = _mm_movelh_ps( v0, v1); // x0y0x1y1
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float4 hi0 = _mm_movehl_ps( v1, v0); // z0?0z1?1
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float4 lo1 = _mm_movelh_ps( v2, v3); // x2y2x3y3
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float4 hi1 = _mm_movehl_ps( v3, v2); // z2?2z3?3
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lo0 = lo0*vLo;
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lo1 = lo1*vLo;
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float4 z = _mm_shuffle_ps(hi0, hi1, 0x88);
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float4 x = _mm_shuffle_ps(lo0, lo1, 0x88);
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float4 y = _mm_shuffle_ps(lo0, lo1, 0xdd);
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z = z*vHi;
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x = x+y;
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x = x+z;
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stack_array[index] = x;
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max = _mm_max_ps( x, max ); // control the order here so that max is never NaN even if x is nan
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v0 = vertices[0];
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v1 = vertices[1];
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v2 = vertices[2];
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v3 = vertices[3]; vertices += 4;
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lo0 = _mm_movelh_ps( v0, v1); // x0y0x1y1
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hi0 = _mm_movehl_ps( v1, v0); // z0?0z1?1
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lo1 = _mm_movelh_ps( v2, v3); // x2y2x3y3
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hi1 = _mm_movehl_ps( v3, v2); // z2?2z3?3
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lo0 = lo0*vLo;
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lo1 = lo1*vLo;
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z = _mm_shuffle_ps(hi0, hi1, 0x88);
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x = _mm_shuffle_ps(lo0, lo1, 0x88);
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y = _mm_shuffle_ps(lo0, lo1, 0xdd);
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z = z*vHi;
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x = x+y;
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x = x+z;
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stack_array[index+1] = x;
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max = _mm_max_ps( x, max ); // control the order here so that max is never NaN even if x is nan
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v0 = vertices[0];
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v1 = vertices[1];
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v2 = vertices[2];
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v3 = vertices[3]; vertices += 4;
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lo0 = _mm_movelh_ps( v0, v1); // x0y0x1y1
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hi0 = _mm_movehl_ps( v1, v0); // z0?0z1?1
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lo1 = _mm_movelh_ps( v2, v3); // x2y2x3y3
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hi1 = _mm_movehl_ps( v3, v2); // z2?2z3?3
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lo0 = lo0*vLo;
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lo1 = lo1*vLo;
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z = _mm_shuffle_ps(hi0, hi1, 0x88);
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x = _mm_shuffle_ps(lo0, lo1, 0x88);
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y = _mm_shuffle_ps(lo0, lo1, 0xdd);
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z = z*vHi;
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x = x+y;
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x = x+z;
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stack_array[index+2] = x;
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max = _mm_max_ps( x, max ); // control the order here so that max is never NaN even if x is nan
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v0 = vertices[0];
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v1 = vertices[1];
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v2 = vertices[2];
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v3 = vertices[3]; vertices += 4;
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lo0 = _mm_movelh_ps( v0, v1); // x0y0x1y1
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hi0 = _mm_movehl_ps( v1, v0); // z0?0z1?1
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lo1 = _mm_movelh_ps( v2, v3); // x2y2x3y3
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hi1 = _mm_movehl_ps( v3, v2); // z2?2z3?3
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lo0 = lo0*vLo;
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lo1 = lo1*vLo;
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z = _mm_shuffle_ps(hi0, hi1, 0x88);
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x = _mm_shuffle_ps(lo0, lo1, 0x88);
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y = _mm_shuffle_ps(lo0, lo1, 0xdd);
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z = z*vHi;
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x = x+y;
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x = x+z;
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stack_array[index+3] = x;
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max = _mm_max_ps( x, max ); // control the order here so that max is never NaN even if x is nan
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// It is too costly to keep the index of the max here. We will look for it again later. We save a lot of work this way.
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}
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}
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size_t localCount = (count & -4L) - 4*index;
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if( localCount )
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{
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#ifdef __APPLE__
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float4 t0, t1, t2, t3, t4;
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float4 * sap = &stack_array[index + localCount / 4];
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vertices += localCount; // counter the offset
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size_t byteIndex = -(localCount) * sizeof(float);
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//AT&T Code style assembly
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asm volatile
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( ".align 4 \n\
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0: movaps %[max], %[t2] // move max out of the way to avoid propagating NaNs in max \n\
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movaps (%[vertices], %[byteIndex], 4), %[t0] // vertices[0] \n\
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movaps 16(%[vertices], %[byteIndex], 4), %[t1] // vertices[1] \n\
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movaps %[t0], %[max] // vertices[0] \n\
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movlhps %[t1], %[max] // x0y0x1y1 \n\
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movaps 32(%[vertices], %[byteIndex], 4), %[t3] // vertices[2] \n\
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movaps 48(%[vertices], %[byteIndex], 4), %[t4] // vertices[3] \n\
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mulps %[vLo], %[max] // x0y0x1y1 * vLo \n\
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movhlps %[t0], %[t1] // z0w0z1w1 \n\
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movaps %[t3], %[t0] // vertices[2] \n\
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movlhps %[t4], %[t0] // x2y2x3y3 \n\
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mulps %[vLo], %[t0] // x2y2x3y3 * vLo \n\
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movhlps %[t3], %[t4] // z2w2z3w3 \n\
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shufps $0x88, %[t4], %[t1] // z0z1z2z3 \n\
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mulps %[vHi], %[t1] // z0z1z2z3 * vHi \n\
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movaps %[max], %[t3] // x0y0x1y1 * vLo \n\
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shufps $0x88, %[t0], %[max] // x0x1x2x3 * vLo.x \n\
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shufps $0xdd, %[t0], %[t3] // y0y1y2y3 * vLo.y \n\
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addps %[t3], %[max] // x + y \n\
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addps %[t1], %[max] // x + y + z \n\
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movaps %[max], (%[sap], %[byteIndex]) // record result for later scrutiny \n\
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maxps %[t2], %[max] // record max, restore max \n\
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add $16, %[byteIndex] // advance loop counter\n\
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jnz 0b \n\
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"
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: [max] "+x" (max), [t0] "=&x" (t0), [t1] "=&x" (t1), [t2] "=&x" (t2), [t3] "=&x" (t3), [t4] "=&x" (t4), [byteIndex] "+r" (byteIndex)
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: [vLo] "x" (vLo), [vHi] "x" (vHi), [vertices] "r" (vertices), [sap] "r" (sap)
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: "memory", "cc"
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);
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index += localCount/4;
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#else
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{
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for( unsigned int i=0; i<localCount/4; i++,index++)
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{ // do four dot products at a time. Carefully avoid touching the w element.
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float4 v0 = vertices[0];
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float4 v1 = vertices[1];
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float4 v2 = vertices[2];
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float4 v3 = vertices[3];
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vertices += 4;
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float4 lo0 = _mm_movelh_ps( v0, v1); // x0y0x1y1
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float4 hi0 = _mm_movehl_ps( v1, v0); // z0?0z1?1
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float4 lo1 = _mm_movelh_ps( v2, v3); // x2y2x3y3
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float4 hi1 = _mm_movehl_ps( v3, v2); // z2?2z3?3
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lo0 = lo0*vLo;
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lo1 = lo1*vLo;
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float4 z = _mm_shuffle_ps(hi0, hi1, 0x88);
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float4 x = _mm_shuffle_ps(lo0, lo1, 0x88);
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float4 y = _mm_shuffle_ps(lo0, lo1, 0xdd);
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z = z*vHi;
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x = x+y;
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x = x+z;
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stack_array[index] = x;
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max = _mm_max_ps( x, max ); // control the order here so that max is never NaN even if x is nan
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}
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}
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#endif //__APPLE__
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}
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// process the last few points
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if( count & 3 )
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{
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float4 v0, v1, v2, x, y, z;
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switch( count & 3 )
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{
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case 3:
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{
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v0 = vertices[0];
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v1 = vertices[1];
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v2 = vertices[2];
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// Calculate 3 dot products, transpose, duplicate v2
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float4 lo0 = _mm_movelh_ps( v0, v1); // xyxy.lo
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float4 hi0 = _mm_movehl_ps( v1, v0); // z?z?.lo
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lo0 = lo0*vLo;
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z = _mm_shuffle_ps(hi0, v2, 0xa8 ); // z0z1z2z2
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z = z*vHi;
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float4 lo1 = _mm_movelh_ps(v2, v2); // xyxy
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lo1 = lo1*vLo;
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x = _mm_shuffle_ps(lo0, lo1, 0x88);
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y = _mm_shuffle_ps(lo0, lo1, 0xdd);
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}
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break;
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case 2:
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{
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v0 = vertices[0];
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v1 = vertices[1];
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float4 xy = _mm_movelh_ps(v0, v1);
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z = _mm_movehl_ps(v1, v0);
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xy = xy*vLo;
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z = _mm_shuffle_ps( z, z, 0xa8);
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x = _mm_shuffle_ps( xy, xy, 0xa8);
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y = _mm_shuffle_ps( xy, xy, 0xfd);
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z = z*vHi;
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}
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break;
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case 1:
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{
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float4 xy = vertices[0];
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z = _mm_shuffle_ps( xy, xy, 0xaa);
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xy = xy*vLo;
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z = z*vHi;
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x = _mm_shuffle_ps(xy, xy, 0);
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y = _mm_shuffle_ps(xy, xy, 0x55);
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}
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break;
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}
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x = x+y;
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x = x+z;
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stack_array[index] = x;
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max = _mm_max_ps( x, max ); // control the order here so that max is never NaN even if x is nan
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index++;
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}
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|
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// if we found a new max.
|
|
if( 0 == segment || 0xf != _mm_movemask_ps( (float4) _mm_cmpeq_ps(max, dotMax)))
|
|
{ // we found a new max. Search for it
|
|
// find max across the max vector, place in all elements of max -- big latency hit here
|
|
max = _mm_max_ps(max, (float4) _mm_shuffle_ps( max, max, 0x4e));
|
|
max = _mm_max_ps(max, (float4) _mm_shuffle_ps( max, max, 0xb1));
|
|
|
|
// It is slightly faster to do this part in scalar code when count < 8. However, the common case for
|
|
// this where it actually makes a difference is handled in the early out at the top of the function,
|
|
// so it is less than a 1% difference here. I opted for improved code size, fewer branches and reduced
|
|
// complexity, and removed it.
|
|
|
|
dotMax = max;
|
|
|
|
// scan for the first occurence of max in the array
|
|
size_t test;
|
|
for( index = 0; 0 == (test=_mm_movemask_ps( _mm_cmpeq_ps( stack_array[index], max))); index++ ) // local_count must be a multiple of 4
|
|
{}
|
|
maxIndex = 4*index + segment + indexTable[test];
|
|
}
|
|
|
|
_mm_store_ss( dotResult, dotMax);
|
|
return maxIndex;
|
|
}
|
|
|
|
long b3_mindot_large( const float *vv, const float *vec, unsigned long count, float *dotResult );
|
|
|
|
long b3_mindot_large( const float *vv, const float *vec, unsigned long count, float *dotResult )
|
|
{
|
|
const float4 *vertices = (const float4*) vv;
|
|
static const unsigned char indexTable[16] = {(unsigned char)-1, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0 };
|
|
|
|
float4 dotmin = b3Assign128( B3_INFINITY, B3_INFINITY, B3_INFINITY, B3_INFINITY );
|
|
float4 vvec = _mm_loadu_ps( vec );
|
|
float4 vHi = b3CastiTo128f(_mm_shuffle_epi32( b3CastfTo128i( vvec), 0xaa )); /// zzzz
|
|
float4 vLo = _mm_movelh_ps( vvec, vvec ); /// xyxy
|
|
|
|
long minIndex = -1L;
|
|
|
|
size_t segment = 0;
|
|
float4 stack_array[ STACK_ARRAY_COUNT ];
|
|
|
|
#if DEBUG
|
|
// memset( stack_array, -1, STACK_ARRAY_COUNT * sizeof(stack_array[0]) );
|
|
#endif
|
|
|
|
size_t index;
|
|
float4 min;
|
|
// Faster loop without cleanup code for full tiles
|
|
for ( segment = 0; segment + STACK_ARRAY_COUNT*4 <= count; segment += STACK_ARRAY_COUNT*4 )
|
|
{
|
|
min = dotmin;
|
|
|
|
for( index = 0; index < STACK_ARRAY_COUNT; index+= 4 )
|
|
{ // do four dot products at a time. Carefully avoid touching the w element.
|
|
float4 v0 = vertices[0];
|
|
float4 v1 = vertices[1];
|
|
float4 v2 = vertices[2];
|
|
float4 v3 = vertices[3]; vertices += 4;
|
|
|
|
float4 lo0 = _mm_movelh_ps( v0, v1); // x0y0x1y1
|
|
float4 hi0 = _mm_movehl_ps( v1, v0); // z0?0z1?1
|
|
float4 lo1 = _mm_movelh_ps( v2, v3); // x2y2x3y3
|
|
float4 hi1 = _mm_movehl_ps( v3, v2); // z2?2z3?3
|
|
|
|
lo0 = lo0*vLo;
|
|
lo1 = lo1*vLo;
|
|
float4 z = _mm_shuffle_ps(hi0, hi1, 0x88);
|
|
float4 x = _mm_shuffle_ps(lo0, lo1, 0x88);
|
|
float4 y = _mm_shuffle_ps(lo0, lo1, 0xdd);
|
|
z = z*vHi;
|
|
x = x+y;
|
|
x = x+z;
|
|
stack_array[index] = x;
|
|
min = _mm_min_ps( x, min ); // control the order here so that min is never NaN even if x is nan
|
|
|
|
v0 = vertices[0];
|
|
v1 = vertices[1];
|
|
v2 = vertices[2];
|
|
v3 = vertices[3]; vertices += 4;
|
|
|
|
lo0 = _mm_movelh_ps( v0, v1); // x0y0x1y1
|
|
hi0 = _mm_movehl_ps( v1, v0); // z0?0z1?1
|
|
lo1 = _mm_movelh_ps( v2, v3); // x2y2x3y3
|
|
hi1 = _mm_movehl_ps( v3, v2); // z2?2z3?3
|
|
|
|
lo0 = lo0*vLo;
|
|
lo1 = lo1*vLo;
|
|
z = _mm_shuffle_ps(hi0, hi1, 0x88);
|
|
x = _mm_shuffle_ps(lo0, lo1, 0x88);
|
|
y = _mm_shuffle_ps(lo0, lo1, 0xdd);
|
|
z = z*vHi;
|
|
x = x+y;
|
|
x = x+z;
|
|
stack_array[index+1] = x;
|
|
min = _mm_min_ps( x, min ); // control the order here so that min is never NaN even if x is nan
|
|
|
|
v0 = vertices[0];
|
|
v1 = vertices[1];
|
|
v2 = vertices[2];
|
|
v3 = vertices[3]; vertices += 4;
|
|
|
|
lo0 = _mm_movelh_ps( v0, v1); // x0y0x1y1
|
|
hi0 = _mm_movehl_ps( v1, v0); // z0?0z1?1
|
|
lo1 = _mm_movelh_ps( v2, v3); // x2y2x3y3
|
|
hi1 = _mm_movehl_ps( v3, v2); // z2?2z3?3
|
|
|
|
lo0 = lo0*vLo;
|
|
lo1 = lo1*vLo;
|
|
z = _mm_shuffle_ps(hi0, hi1, 0x88);
|
|
x = _mm_shuffle_ps(lo0, lo1, 0x88);
|
|
y = _mm_shuffle_ps(lo0, lo1, 0xdd);
|
|
z = z*vHi;
|
|
x = x+y;
|
|
x = x+z;
|
|
stack_array[index+2] = x;
|
|
min = _mm_min_ps( x, min ); // control the order here so that min is never NaN even if x is nan
|
|
|
|
v0 = vertices[0];
|
|
v1 = vertices[1];
|
|
v2 = vertices[2];
|
|
v3 = vertices[3]; vertices += 4;
|
|
|
|
lo0 = _mm_movelh_ps( v0, v1); // x0y0x1y1
|
|
hi0 = _mm_movehl_ps( v1, v0); // z0?0z1?1
|
|
lo1 = _mm_movelh_ps( v2, v3); // x2y2x3y3
|
|
hi1 = _mm_movehl_ps( v3, v2); // z2?2z3?3
|
|
|
|
lo0 = lo0*vLo;
|
|
lo1 = lo1*vLo;
|
|
z = _mm_shuffle_ps(hi0, hi1, 0x88);
|
|
x = _mm_shuffle_ps(lo0, lo1, 0x88);
|
|
y = _mm_shuffle_ps(lo0, lo1, 0xdd);
|
|
z = z*vHi;
|
|
x = x+y;
|
|
x = x+z;
|
|
stack_array[index+3] = x;
|
|
min = _mm_min_ps( x, min ); // control the order here so that min is never NaN even if x is nan
|
|
|
|
// It is too costly to keep the index of the min here. We will look for it again later. We save a lot of work this way.
|
|
}
|
|
|
|
// If we found a new min
|
|
if( 0xf != _mm_movemask_ps( (float4) _mm_cmpeq_ps(min, dotmin)))
|
|
{
|
|
// copy the new min across all lanes of our min accumulator
|
|
min = _mm_min_ps(min, (float4) _mm_shuffle_ps( min, min, 0x4e));
|
|
min = _mm_min_ps(min, (float4) _mm_shuffle_ps( min, min, 0xb1));
|
|
|
|
dotmin = min;
|
|
|
|
// find first occurrence of that min
|
|
size_t test;
|
|
for( index = 0; 0 == (test=_mm_movemask_ps( _mm_cmpeq_ps( stack_array[index], min))); index++ ) // local_count must be a multiple of 4
|
|
{}
|
|
// record where it is.
|
|
minIndex = 4*index + segment + indexTable[test];
|
|
}
|
|
}
|
|
|
|
// account for work we've already done
|
|
count -= segment;
|
|
|
|
// Deal with the last < STACK_ARRAY_COUNT vectors
|
|
min = dotmin;
|
|
index = 0;
|
|
|
|
|
|
if(b3Unlikely( count > 16) )
|
|
{
|
|
for( ; index + 4 <= count / 4; index+=4 )
|
|
{ // do four dot products at a time. Carefully avoid touching the w element.
|
|
float4 v0 = vertices[0];
|
|
float4 v1 = vertices[1];
|
|
float4 v2 = vertices[2];
|
|
float4 v3 = vertices[3]; vertices += 4;
|
|
|
|
float4 lo0 = _mm_movelh_ps( v0, v1); // x0y0x1y1
|
|
float4 hi0 = _mm_movehl_ps( v1, v0); // z0?0z1?1
|
|
float4 lo1 = _mm_movelh_ps( v2, v3); // x2y2x3y3
|
|
float4 hi1 = _mm_movehl_ps( v3, v2); // z2?2z3?3
|
|
|
|
lo0 = lo0*vLo;
|
|
lo1 = lo1*vLo;
|
|
float4 z = _mm_shuffle_ps(hi0, hi1, 0x88);
|
|
float4 x = _mm_shuffle_ps(lo0, lo1, 0x88);
|
|
float4 y = _mm_shuffle_ps(lo0, lo1, 0xdd);
|
|
z = z*vHi;
|
|
x = x+y;
|
|
x = x+z;
|
|
stack_array[index] = x;
|
|
min = _mm_min_ps( x, min ); // control the order here so that min is never NaN even if x is nan
|
|
|
|
v0 = vertices[0];
|
|
v1 = vertices[1];
|
|
v2 = vertices[2];
|
|
v3 = vertices[3]; vertices += 4;
|
|
|
|
lo0 = _mm_movelh_ps( v0, v1); // x0y0x1y1
|
|
hi0 = _mm_movehl_ps( v1, v0); // z0?0z1?1
|
|
lo1 = _mm_movelh_ps( v2, v3); // x2y2x3y3
|
|
hi1 = _mm_movehl_ps( v3, v2); // z2?2z3?3
|
|
|
|
lo0 = lo0*vLo;
|
|
lo1 = lo1*vLo;
|
|
z = _mm_shuffle_ps(hi0, hi1, 0x88);
|
|
x = _mm_shuffle_ps(lo0, lo1, 0x88);
|
|
y = _mm_shuffle_ps(lo0, lo1, 0xdd);
|
|
z = z*vHi;
|
|
x = x+y;
|
|
x = x+z;
|
|
stack_array[index+1] = x;
|
|
min = _mm_min_ps( x, min ); // control the order here so that min is never NaN even if x is nan
|
|
|
|
v0 = vertices[0];
|
|
v1 = vertices[1];
|
|
v2 = vertices[2];
|
|
v3 = vertices[3]; vertices += 4;
|
|
|
|
lo0 = _mm_movelh_ps( v0, v1); // x0y0x1y1
|
|
hi0 = _mm_movehl_ps( v1, v0); // z0?0z1?1
|
|
lo1 = _mm_movelh_ps( v2, v3); // x2y2x3y3
|
|
hi1 = _mm_movehl_ps( v3, v2); // z2?2z3?3
|
|
|
|
lo0 = lo0*vLo;
|
|
lo1 = lo1*vLo;
|
|
z = _mm_shuffle_ps(hi0, hi1, 0x88);
|
|
x = _mm_shuffle_ps(lo0, lo1, 0x88);
|
|
y = _mm_shuffle_ps(lo0, lo1, 0xdd);
|
|
z = z*vHi;
|
|
x = x+y;
|
|
x = x+z;
|
|
stack_array[index+2] = x;
|
|
min = _mm_min_ps( x, min ); // control the order here so that min is never NaN even if x is nan
|
|
|
|
v0 = vertices[0];
|
|
v1 = vertices[1];
|
|
v2 = vertices[2];
|
|
v3 = vertices[3]; vertices += 4;
|
|
|
|
lo0 = _mm_movelh_ps( v0, v1); // x0y0x1y1
|
|
hi0 = _mm_movehl_ps( v1, v0); // z0?0z1?1
|
|
lo1 = _mm_movelh_ps( v2, v3); // x2y2x3y3
|
|
hi1 = _mm_movehl_ps( v3, v2); // z2?2z3?3
|
|
|
|
lo0 = lo0*vLo;
|
|
lo1 = lo1*vLo;
|
|
z = _mm_shuffle_ps(hi0, hi1, 0x88);
|
|
x = _mm_shuffle_ps(lo0, lo1, 0x88);
|
|
y = _mm_shuffle_ps(lo0, lo1, 0xdd);
|
|
z = z*vHi;
|
|
x = x+y;
|
|
x = x+z;
|
|
stack_array[index+3] = x;
|
|
min = _mm_min_ps( x, min ); // control the order here so that min is never NaN even if x is nan
|
|
|
|
// It is too costly to keep the index of the min here. We will look for it again later. We save a lot of work this way.
|
|
}
|
|
}
|
|
|
|
size_t localCount = (count & -4L) - 4*index;
|
|
if( localCount )
|
|
{
|
|
|
|
|
|
#ifdef __APPLE__
|
|
vertices += localCount; // counter the offset
|
|
float4 t0, t1, t2, t3, t4;
|
|
size_t byteIndex = -(localCount) * sizeof(float);
|
|
float4 * sap = &stack_array[index + localCount / 4];
|
|
|
|
asm volatile
|
|
( ".align 4 \n\
|
|
0: movaps %[min], %[t2] // move min out of the way to avoid propagating NaNs in min \n\
|
|
movaps (%[vertices], %[byteIndex], 4), %[t0] // vertices[0] \n\
|
|
movaps 16(%[vertices], %[byteIndex], 4), %[t1] // vertices[1] \n\
|
|
movaps %[t0], %[min] // vertices[0] \n\
|
|
movlhps %[t1], %[min] // x0y0x1y1 \n\
|
|
movaps 32(%[vertices], %[byteIndex], 4), %[t3] // vertices[2] \n\
|
|
movaps 48(%[vertices], %[byteIndex], 4), %[t4] // vertices[3] \n\
|
|
mulps %[vLo], %[min] // x0y0x1y1 * vLo \n\
|
|
movhlps %[t0], %[t1] // z0w0z1w1 \n\
|
|
movaps %[t3], %[t0] // vertices[2] \n\
|
|
movlhps %[t4], %[t0] // x2y2x3y3 \n\
|
|
movhlps %[t3], %[t4] // z2w2z3w3 \n\
|
|
mulps %[vLo], %[t0] // x2y2x3y3 * vLo \n\
|
|
shufps $0x88, %[t4], %[t1] // z0z1z2z3 \n\
|
|
mulps %[vHi], %[t1] // z0z1z2z3 * vHi \n\
|
|
movaps %[min], %[t3] // x0y0x1y1 * vLo \n\
|
|
shufps $0x88, %[t0], %[min] // x0x1x2x3 * vLo.x \n\
|
|
shufps $0xdd, %[t0], %[t3] // y0y1y2y3 * vLo.y \n\
|
|
addps %[t3], %[min] // x + y \n\
|
|
addps %[t1], %[min] // x + y + z \n\
|
|
movaps %[min], (%[sap], %[byteIndex]) // record result for later scrutiny \n\
|
|
minps %[t2], %[min] // record min, restore min \n\
|
|
add $16, %[byteIndex] // advance loop counter\n\
|
|
jnz 0b \n\
|
|
"
|
|
: [min] "+x" (min), [t0] "=&x" (t0), [t1] "=&x" (t1), [t2] "=&x" (t2), [t3] "=&x" (t3), [t4] "=&x" (t4), [byteIndex] "+r" (byteIndex)
|
|
: [vLo] "x" (vLo), [vHi] "x" (vHi), [vertices] "r" (vertices), [sap] "r" (sap)
|
|
: "memory", "cc"
|
|
);
|
|
index += localCount/4;
|
|
#else
|
|
{
|
|
for( unsigned int i=0; i<localCount/4; i++,index++)
|
|
{ // do four dot products at a time. Carefully avoid touching the w element.
|
|
float4 v0 = vertices[0];
|
|
float4 v1 = vertices[1];
|
|
float4 v2 = vertices[2];
|
|
float4 v3 = vertices[3];
|
|
vertices += 4;
|
|
|
|
float4 lo0 = _mm_movelh_ps( v0, v1); // x0y0x1y1
|
|
float4 hi0 = _mm_movehl_ps( v1, v0); // z0?0z1?1
|
|
float4 lo1 = _mm_movelh_ps( v2, v3); // x2y2x3y3
|
|
float4 hi1 = _mm_movehl_ps( v3, v2); // z2?2z3?3
|
|
|
|
lo0 = lo0*vLo;
|
|
lo1 = lo1*vLo;
|
|
float4 z = _mm_shuffle_ps(hi0, hi1, 0x88);
|
|
float4 x = _mm_shuffle_ps(lo0, lo1, 0x88);
|
|
float4 y = _mm_shuffle_ps(lo0, lo1, 0xdd);
|
|
z = z*vHi;
|
|
x = x+y;
|
|
x = x+z;
|
|
stack_array[index] = x;
|
|
min = _mm_min_ps( x, min ); // control the order here so that max is never NaN even if x is nan
|
|
}
|
|
}
|
|
|
|
#endif
|
|
}
|
|
|
|
// process the last few points
|
|
if( count & 3 )
|
|
{
|
|
float4 v0, v1, v2, x, y, z;
|
|
switch( count & 3 )
|
|
{
|
|
case 3:
|
|
{
|
|
v0 = vertices[0];
|
|
v1 = vertices[1];
|
|
v2 = vertices[2];
|
|
|
|
// Calculate 3 dot products, transpose, duplicate v2
|
|
float4 lo0 = _mm_movelh_ps( v0, v1); // xyxy.lo
|
|
float4 hi0 = _mm_movehl_ps( v1, v0); // z?z?.lo
|
|
lo0 = lo0*vLo;
|
|
z = _mm_shuffle_ps(hi0, v2, 0xa8 ); // z0z1z2z2
|
|
z = z*vHi;
|
|
float4 lo1 = _mm_movelh_ps(v2, v2); // xyxy
|
|
lo1 = lo1*vLo;
|
|
x = _mm_shuffle_ps(lo0, lo1, 0x88);
|
|
y = _mm_shuffle_ps(lo0, lo1, 0xdd);
|
|
}
|
|
break;
|
|
case 2:
|
|
{
|
|
v0 = vertices[0];
|
|
v1 = vertices[1];
|
|
float4 xy = _mm_movelh_ps(v0, v1);
|
|
z = _mm_movehl_ps(v1, v0);
|
|
xy = xy*vLo;
|
|
z = _mm_shuffle_ps( z, z, 0xa8);
|
|
x = _mm_shuffle_ps( xy, xy, 0xa8);
|
|
y = _mm_shuffle_ps( xy, xy, 0xfd);
|
|
z = z*vHi;
|
|
}
|
|
break;
|
|
case 1:
|
|
{
|
|
float4 xy = vertices[0];
|
|
z = _mm_shuffle_ps( xy, xy, 0xaa);
|
|
xy = xy*vLo;
|
|
z = z*vHi;
|
|
x = _mm_shuffle_ps(xy, xy, 0);
|
|
y = _mm_shuffle_ps(xy, xy, 0x55);
|
|
}
|
|
break;
|
|
}
|
|
x = x+y;
|
|
x = x+z;
|
|
stack_array[index] = x;
|
|
min = _mm_min_ps( x, min ); // control the order here so that min is never NaN even if x is nan
|
|
index++;
|
|
}
|
|
|
|
// if we found a new min.
|
|
if( 0 == segment || 0xf != _mm_movemask_ps( (float4) _mm_cmpeq_ps(min, dotmin)))
|
|
{ // we found a new min. Search for it
|
|
// find min across the min vector, place in all elements of min -- big latency hit here
|
|
min = _mm_min_ps(min, (float4) _mm_shuffle_ps( min, min, 0x4e));
|
|
min = _mm_min_ps(min, (float4) _mm_shuffle_ps( min, min, 0xb1));
|
|
|
|
// It is slightly faster to do this part in scalar code when count < 8. However, the common case for
|
|
// this where it actually makes a difference is handled in the early out at the top of the function,
|
|
// so it is less than a 1% difference here. I opted for improved code size, fewer branches and reduced
|
|
// complexity, and removed it.
|
|
|
|
dotmin = min;
|
|
|
|
// scan for the first occurence of min in the array
|
|
size_t test;
|
|
for( index = 0; 0 == (test=_mm_movemask_ps( _mm_cmpeq_ps( stack_array[index], min))); index++ ) // local_count must be a multiple of 4
|
|
{}
|
|
minIndex = 4*index + segment + indexTable[test];
|
|
}
|
|
|
|
_mm_store_ss( dotResult, dotmin);
|
|
return minIndex;
|
|
}
|
|
|
|
|
|
#elif defined B3_USE_NEON
|
|
#define ARM_NEON_GCC_COMPATIBILITY 1
|
|
#include <arm_neon.h>
|
|
|
|
|
|
static long b3_maxdot_large_v0( const float *vv, const float *vec, unsigned long count, float *dotResult );
|
|
static long b3_maxdot_large_v1( const float *vv, const float *vec, unsigned long count, float *dotResult );
|
|
static long b3_maxdot_large_sel( const float *vv, const float *vec, unsigned long count, float *dotResult );
|
|
static long b3_mindot_large_v0( const float *vv, const float *vec, unsigned long count, float *dotResult );
|
|
static long b3_mindot_large_v1( const float *vv, const float *vec, unsigned long count, float *dotResult );
|
|
static long b3_mindot_large_sel( const float *vv, const float *vec, unsigned long count, float *dotResult );
|
|
|
|
long (*b3_maxdot_large)( const float *vv, const float *vec, unsigned long count, float *dotResult ) = b3_maxdot_large_sel;
|
|
long (*b3_mindot_large)( const float *vv, const float *vec, unsigned long count, float *dotResult ) = b3_mindot_large_sel;
|
|
|
|
extern "C" {int _get_cpu_capabilities( void );}
|
|
|
|
static long b3_maxdot_large_sel( const float *vv, const float *vec, unsigned long count, float *dotResult )
|
|
{
|
|
if( _get_cpu_capabilities() & 0x2000 )
|
|
b3_maxdot_large = _maxdot_large_v1;
|
|
else
|
|
b3_maxdot_large = _maxdot_large_v0;
|
|
|
|
return b3_maxdot_large(vv, vec, count, dotResult);
|
|
}
|
|
|
|
static long b3_mindot_large_sel( const float *vv, const float *vec, unsigned long count, float *dotResult )
|
|
{
|
|
if( _get_cpu_capabilities() & 0x2000 )
|
|
b3_mindot_large = _mindot_large_v1;
|
|
else
|
|
b3_mindot_large = _mindot_large_v0;
|
|
|
|
return b3_mindot_large(vv, vec, count, dotResult);
|
|
}
|
|
|
|
|
|
|
|
#define vld1q_f32_aligned_postincrement( _ptr ) ({ float32x4_t _r; asm( "vld1.f32 {%0}, [%1, :128]!\n" : "=w" (_r), "+r" (_ptr) ); /*return*/ _r; })
|
|
|
|
|
|
long b3_maxdot_large_v0( const float *vv, const float *vec, unsigned long count, float *dotResult )
|
|
{
|
|
unsigned long i = 0;
|
|
float32x4_t vvec = vld1q_f32_aligned_postincrement( vec );
|
|
float32x2_t vLo = vget_low_f32(vvec);
|
|
float32x2_t vHi = vdup_lane_f32(vget_high_f32(vvec), 0);
|
|
float32x2_t dotMaxLo = (float32x2_t) { -B3_INFINITY, -B3_INFINITY };
|
|
float32x2_t dotMaxHi = (float32x2_t) { -B3_INFINITY, -B3_INFINITY };
|
|
uint32x2_t indexLo = (uint32x2_t) {0, 1};
|
|
uint32x2_t indexHi = (uint32x2_t) {2, 3};
|
|
uint32x2_t iLo = (uint32x2_t) {-1, -1};
|
|
uint32x2_t iHi = (uint32x2_t) {-1, -1};
|
|
const uint32x2_t four = (uint32x2_t) {4,4};
|
|
|
|
for( ; i+8 <= count; i+= 8 )
|
|
{
|
|
float32x4_t v0 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v1 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v2 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v3 = vld1q_f32_aligned_postincrement( vv );
|
|
|
|
float32x2_t xy0 = vmul_f32( vget_low_f32(v0), vLo);
|
|
float32x2_t xy1 = vmul_f32( vget_low_f32(v1), vLo);
|
|
float32x2_t xy2 = vmul_f32( vget_low_f32(v2), vLo);
|
|
float32x2_t xy3 = vmul_f32( vget_low_f32(v3), vLo);
|
|
|
|
float32x2x2_t z0 = vtrn_f32( vget_high_f32(v0), vget_high_f32(v1));
|
|
float32x2x2_t z1 = vtrn_f32( vget_high_f32(v2), vget_high_f32(v3));
|
|
float32x2_t zLo = vmul_f32( z0.val[0], vHi);
|
|
float32x2_t zHi = vmul_f32( z1.val[0], vHi);
|
|
|
|
float32x2_t rLo = vpadd_f32( xy0, xy1);
|
|
float32x2_t rHi = vpadd_f32( xy2, xy3);
|
|
rLo = vadd_f32(rLo, zLo);
|
|
rHi = vadd_f32(rHi, zHi);
|
|
|
|
uint32x2_t maskLo = vcgt_f32( rLo, dotMaxLo );
|
|
uint32x2_t maskHi = vcgt_f32( rHi, dotMaxHi );
|
|
dotMaxLo = vbsl_f32( maskLo, rLo, dotMaxLo);
|
|
dotMaxHi = vbsl_f32( maskHi, rHi, dotMaxHi);
|
|
iLo = vbsl_u32(maskLo, indexLo, iLo);
|
|
iHi = vbsl_u32(maskHi, indexHi, iHi);
|
|
indexLo = vadd_u32(indexLo, four);
|
|
indexHi = vadd_u32(indexHi, four);
|
|
|
|
v0 = vld1q_f32_aligned_postincrement( vv );
|
|
v1 = vld1q_f32_aligned_postincrement( vv );
|
|
v2 = vld1q_f32_aligned_postincrement( vv );
|
|
v3 = vld1q_f32_aligned_postincrement( vv );
|
|
|
|
xy0 = vmul_f32( vget_low_f32(v0), vLo);
|
|
xy1 = vmul_f32( vget_low_f32(v1), vLo);
|
|
xy2 = vmul_f32( vget_low_f32(v2), vLo);
|
|
xy3 = vmul_f32( vget_low_f32(v3), vLo);
|
|
|
|
z0 = vtrn_f32( vget_high_f32(v0), vget_high_f32(v1));
|
|
z1 = vtrn_f32( vget_high_f32(v2), vget_high_f32(v3));
|
|
zLo = vmul_f32( z0.val[0], vHi);
|
|
zHi = vmul_f32( z1.val[0], vHi);
|
|
|
|
rLo = vpadd_f32( xy0, xy1);
|
|
rHi = vpadd_f32( xy2, xy3);
|
|
rLo = vadd_f32(rLo, zLo);
|
|
rHi = vadd_f32(rHi, zHi);
|
|
|
|
maskLo = vcgt_f32( rLo, dotMaxLo );
|
|
maskHi = vcgt_f32( rHi, dotMaxHi );
|
|
dotMaxLo = vbsl_f32( maskLo, rLo, dotMaxLo);
|
|
dotMaxHi = vbsl_f32( maskHi, rHi, dotMaxHi);
|
|
iLo = vbsl_u32(maskLo, indexLo, iLo);
|
|
iHi = vbsl_u32(maskHi, indexHi, iHi);
|
|
indexLo = vadd_u32(indexLo, four);
|
|
indexHi = vadd_u32(indexHi, four);
|
|
}
|
|
|
|
for( ; i+4 <= count; i+= 4 )
|
|
{
|
|
float32x4_t v0 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v1 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v2 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v3 = vld1q_f32_aligned_postincrement( vv );
|
|
|
|
float32x2_t xy0 = vmul_f32( vget_low_f32(v0), vLo);
|
|
float32x2_t xy1 = vmul_f32( vget_low_f32(v1), vLo);
|
|
float32x2_t xy2 = vmul_f32( vget_low_f32(v2), vLo);
|
|
float32x2_t xy3 = vmul_f32( vget_low_f32(v3), vLo);
|
|
|
|
float32x2x2_t z0 = vtrn_f32( vget_high_f32(v0), vget_high_f32(v1));
|
|
float32x2x2_t z1 = vtrn_f32( vget_high_f32(v2), vget_high_f32(v3));
|
|
float32x2_t zLo = vmul_f32( z0.val[0], vHi);
|
|
float32x2_t zHi = vmul_f32( z1.val[0], vHi);
|
|
|
|
float32x2_t rLo = vpadd_f32( xy0, xy1);
|
|
float32x2_t rHi = vpadd_f32( xy2, xy3);
|
|
rLo = vadd_f32(rLo, zLo);
|
|
rHi = vadd_f32(rHi, zHi);
|
|
|
|
uint32x2_t maskLo = vcgt_f32( rLo, dotMaxLo );
|
|
uint32x2_t maskHi = vcgt_f32( rHi, dotMaxHi );
|
|
dotMaxLo = vbsl_f32( maskLo, rLo, dotMaxLo);
|
|
dotMaxHi = vbsl_f32( maskHi, rHi, dotMaxHi);
|
|
iLo = vbsl_u32(maskLo, indexLo, iLo);
|
|
iHi = vbsl_u32(maskHi, indexHi, iHi);
|
|
indexLo = vadd_u32(indexLo, four);
|
|
indexHi = vadd_u32(indexHi, four);
|
|
}
|
|
|
|
switch( count & 3 )
|
|
{
|
|
case 3:
|
|
{
|
|
float32x4_t v0 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v1 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v2 = vld1q_f32_aligned_postincrement( vv );
|
|
|
|
float32x2_t xy0 = vmul_f32( vget_low_f32(v0), vLo);
|
|
float32x2_t xy1 = vmul_f32( vget_low_f32(v1), vLo);
|
|
float32x2_t xy2 = vmul_f32( vget_low_f32(v2), vLo);
|
|
|
|
float32x2x2_t z0 = vtrn_f32( vget_high_f32(v0), vget_high_f32(v1));
|
|
float32x2_t zLo = vmul_f32( z0.val[0], vHi);
|
|
float32x2_t zHi = vmul_f32( vdup_lane_f32(vget_high_f32(v2), 0), vHi);
|
|
|
|
float32x2_t rLo = vpadd_f32( xy0, xy1);
|
|
float32x2_t rHi = vpadd_f32( xy2, xy2);
|
|
rLo = vadd_f32(rLo, zLo);
|
|
rHi = vadd_f32(rHi, zHi);
|
|
|
|
uint32x2_t maskLo = vcgt_f32( rLo, dotMaxLo );
|
|
uint32x2_t maskHi = vcgt_f32( rHi, dotMaxHi );
|
|
dotMaxLo = vbsl_f32( maskLo, rLo, dotMaxLo);
|
|
dotMaxHi = vbsl_f32( maskHi, rHi, dotMaxHi);
|
|
iLo = vbsl_u32(maskLo, indexLo, iLo);
|
|
iHi = vbsl_u32(maskHi, indexHi, iHi);
|
|
}
|
|
break;
|
|
case 2:
|
|
{
|
|
float32x4_t v0 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v1 = vld1q_f32_aligned_postincrement( vv );
|
|
|
|
float32x2_t xy0 = vmul_f32( vget_low_f32(v0), vLo);
|
|
float32x2_t xy1 = vmul_f32( vget_low_f32(v1), vLo);
|
|
|
|
float32x2x2_t z0 = vtrn_f32( vget_high_f32(v0), vget_high_f32(v1));
|
|
float32x2_t zLo = vmul_f32( z0.val[0], vHi);
|
|
|
|
float32x2_t rLo = vpadd_f32( xy0, xy1);
|
|
rLo = vadd_f32(rLo, zLo);
|
|
|
|
uint32x2_t maskLo = vcgt_f32( rLo, dotMaxLo );
|
|
dotMaxLo = vbsl_f32( maskLo, rLo, dotMaxLo);
|
|
iLo = vbsl_u32(maskLo, indexLo, iLo);
|
|
}
|
|
break;
|
|
case 1:
|
|
{
|
|
float32x4_t v0 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x2_t xy0 = vmul_f32( vget_low_f32(v0), vLo);
|
|
float32x2_t z0 = vdup_lane_f32(vget_high_f32(v0), 0);
|
|
float32x2_t zLo = vmul_f32( z0, vHi);
|
|
float32x2_t rLo = vpadd_f32( xy0, xy0);
|
|
rLo = vadd_f32(rLo, zLo);
|
|
uint32x2_t maskLo = vcgt_f32( rLo, dotMaxLo );
|
|
dotMaxLo = vbsl_f32( maskLo, rLo, dotMaxLo);
|
|
iLo = vbsl_u32(maskLo, indexLo, iLo);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// select best answer between hi and lo results
|
|
uint32x2_t mask = vcgt_f32( dotMaxHi, dotMaxLo );
|
|
dotMaxLo = vbsl_f32(mask, dotMaxHi, dotMaxLo);
|
|
iLo = vbsl_u32(mask, iHi, iLo);
|
|
|
|
// select best answer between even and odd results
|
|
dotMaxHi = vdup_lane_f32(dotMaxLo, 1);
|
|
iHi = vdup_lane_u32(iLo, 1);
|
|
mask = vcgt_f32( dotMaxHi, dotMaxLo );
|
|
dotMaxLo = vbsl_f32(mask, dotMaxHi, dotMaxLo);
|
|
iLo = vbsl_u32(mask, iHi, iLo);
|
|
|
|
*dotResult = vget_lane_f32( dotMaxLo, 0);
|
|
return vget_lane_u32(iLo, 0);
|
|
}
|
|
|
|
|
|
long b3_maxdot_large_v1( const float *vv, const float *vec, unsigned long count, float *dotResult )
|
|
{
|
|
float32x4_t vvec = vld1q_f32_aligned_postincrement( vec );
|
|
float32x4_t vLo = vcombine_f32(vget_low_f32(vvec), vget_low_f32(vvec));
|
|
float32x4_t vHi = vdupq_lane_f32(vget_high_f32(vvec), 0);
|
|
const uint32x4_t four = (uint32x4_t){ 4, 4, 4, 4 };
|
|
uint32x4_t local_index = (uint32x4_t) {0, 1, 2, 3};
|
|
uint32x4_t index = (uint32x4_t) { -1, -1, -1, -1 };
|
|
float32x4_t maxDot = (float32x4_t) { -B3_INFINITY, -B3_INFINITY, -B3_INFINITY, -B3_INFINITY };
|
|
|
|
unsigned long i = 0;
|
|
for( ; i + 8 <= count; i += 8 )
|
|
{
|
|
float32x4_t v0 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v1 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v2 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v3 = vld1q_f32_aligned_postincrement( vv );
|
|
|
|
// the next two lines should resolve to a single vswp d, d
|
|
float32x4_t xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v1));
|
|
float32x4_t xy1 = vcombine_f32( vget_low_f32(v2), vget_low_f32(v3));
|
|
// the next two lines should resolve to a single vswp d, d
|
|
float32x4_t z0 = vcombine_f32( vget_high_f32(v0), vget_high_f32(v1));
|
|
float32x4_t z1 = vcombine_f32( vget_high_f32(v2), vget_high_f32(v3));
|
|
|
|
xy0 = vmulq_f32(xy0, vLo);
|
|
xy1 = vmulq_f32(xy1, vLo);
|
|
|
|
float32x4x2_t zb = vuzpq_f32( z0, z1);
|
|
float32x4_t z = vmulq_f32( zb.val[0], vHi);
|
|
float32x4x2_t xy = vuzpq_f32( xy0, xy1);
|
|
float32x4_t x = vaddq_f32(xy.val[0], xy.val[1]);
|
|
x = vaddq_f32(x, z);
|
|
|
|
uint32x4_t mask = vcgtq_f32(x, maxDot);
|
|
maxDot = vbslq_f32( mask, x, maxDot);
|
|
index = vbslq_u32(mask, local_index, index);
|
|
local_index = vaddq_u32(local_index, four);
|
|
|
|
v0 = vld1q_f32_aligned_postincrement( vv );
|
|
v1 = vld1q_f32_aligned_postincrement( vv );
|
|
v2 = vld1q_f32_aligned_postincrement( vv );
|
|
v3 = vld1q_f32_aligned_postincrement( vv );
|
|
|
|
// the next two lines should resolve to a single vswp d, d
|
|
xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v1));
|
|
xy1 = vcombine_f32( vget_low_f32(v2), vget_low_f32(v3));
|
|
// the next two lines should resolve to a single vswp d, d
|
|
z0 = vcombine_f32( vget_high_f32(v0), vget_high_f32(v1));
|
|
z1 = vcombine_f32( vget_high_f32(v2), vget_high_f32(v3));
|
|
|
|
xy0 = vmulq_f32(xy0, vLo);
|
|
xy1 = vmulq_f32(xy1, vLo);
|
|
|
|
zb = vuzpq_f32( z0, z1);
|
|
z = vmulq_f32( zb.val[0], vHi);
|
|
xy = vuzpq_f32( xy0, xy1);
|
|
x = vaddq_f32(xy.val[0], xy.val[1]);
|
|
x = vaddq_f32(x, z);
|
|
|
|
mask = vcgtq_f32(x, maxDot);
|
|
maxDot = vbslq_f32( mask, x, maxDot);
|
|
index = vbslq_u32(mask, local_index, index);
|
|
local_index = vaddq_u32(local_index, four);
|
|
}
|
|
|
|
for( ; i + 4 <= count; i += 4 )
|
|
{
|
|
float32x4_t v0 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v1 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v2 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v3 = vld1q_f32_aligned_postincrement( vv );
|
|
|
|
// the next two lines should resolve to a single vswp d, d
|
|
float32x4_t xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v1));
|
|
float32x4_t xy1 = vcombine_f32( vget_low_f32(v2), vget_low_f32(v3));
|
|
// the next two lines should resolve to a single vswp d, d
|
|
float32x4_t z0 = vcombine_f32( vget_high_f32(v0), vget_high_f32(v1));
|
|
float32x4_t z1 = vcombine_f32( vget_high_f32(v2), vget_high_f32(v3));
|
|
|
|
xy0 = vmulq_f32(xy0, vLo);
|
|
xy1 = vmulq_f32(xy1, vLo);
|
|
|
|
float32x4x2_t zb = vuzpq_f32( z0, z1);
|
|
float32x4_t z = vmulq_f32( zb.val[0], vHi);
|
|
float32x4x2_t xy = vuzpq_f32( xy0, xy1);
|
|
float32x4_t x = vaddq_f32(xy.val[0], xy.val[1]);
|
|
x = vaddq_f32(x, z);
|
|
|
|
uint32x4_t mask = vcgtq_f32(x, maxDot);
|
|
maxDot = vbslq_f32( mask, x, maxDot);
|
|
index = vbslq_u32(mask, local_index, index);
|
|
local_index = vaddq_u32(local_index, four);
|
|
}
|
|
|
|
switch (count & 3) {
|
|
case 3:
|
|
{
|
|
float32x4_t v0 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v1 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v2 = vld1q_f32_aligned_postincrement( vv );
|
|
|
|
// the next two lines should resolve to a single vswp d, d
|
|
float32x4_t xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v1));
|
|
float32x4_t xy1 = vcombine_f32( vget_low_f32(v2), vget_low_f32(v2));
|
|
// the next two lines should resolve to a single vswp d, d
|
|
float32x4_t z0 = vcombine_f32( vget_high_f32(v0), vget_high_f32(v1));
|
|
float32x4_t z1 = vcombine_f32( vget_high_f32(v2), vget_high_f32(v2));
|
|
|
|
xy0 = vmulq_f32(xy0, vLo);
|
|
xy1 = vmulq_f32(xy1, vLo);
|
|
|
|
float32x4x2_t zb = vuzpq_f32( z0, z1);
|
|
float32x4_t z = vmulq_f32( zb.val[0], vHi);
|
|
float32x4x2_t xy = vuzpq_f32( xy0, xy1);
|
|
float32x4_t x = vaddq_f32(xy.val[0], xy.val[1]);
|
|
x = vaddq_f32(x, z);
|
|
|
|
uint32x4_t mask = vcgtq_f32(x, maxDot);
|
|
maxDot = vbslq_f32( mask, x, maxDot);
|
|
index = vbslq_u32(mask, local_index, index);
|
|
local_index = vaddq_u32(local_index, four);
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
{
|
|
float32x4_t v0 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v1 = vld1q_f32_aligned_postincrement( vv );
|
|
|
|
// the next two lines should resolve to a single vswp d, d
|
|
float32x4_t xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v1));
|
|
// the next two lines should resolve to a single vswp d, d
|
|
float32x4_t z0 = vcombine_f32( vget_high_f32(v0), vget_high_f32(v1));
|
|
|
|
xy0 = vmulq_f32(xy0, vLo);
|
|
|
|
float32x4x2_t zb = vuzpq_f32( z0, z0);
|
|
float32x4_t z = vmulq_f32( zb.val[0], vHi);
|
|
float32x4x2_t xy = vuzpq_f32( xy0, xy0);
|
|
float32x4_t x = vaddq_f32(xy.val[0], xy.val[1]);
|
|
x = vaddq_f32(x, z);
|
|
|
|
uint32x4_t mask = vcgtq_f32(x, maxDot);
|
|
maxDot = vbslq_f32( mask, x, maxDot);
|
|
index = vbslq_u32(mask, local_index, index);
|
|
local_index = vaddq_u32(local_index, four);
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
{
|
|
float32x4_t v0 = vld1q_f32_aligned_postincrement( vv );
|
|
|
|
// the next two lines should resolve to a single vswp d, d
|
|
float32x4_t xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v0));
|
|
// the next two lines should resolve to a single vswp d, d
|
|
float32x4_t z = vdupq_lane_f32(vget_high_f32(v0), 0);
|
|
|
|
xy0 = vmulq_f32(xy0, vLo);
|
|
|
|
z = vmulq_f32( z, vHi);
|
|
float32x4x2_t xy = vuzpq_f32( xy0, xy0);
|
|
float32x4_t x = vaddq_f32(xy.val[0], xy.val[1]);
|
|
x = vaddq_f32(x, z);
|
|
|
|
uint32x4_t mask = vcgtq_f32(x, maxDot);
|
|
maxDot = vbslq_f32( mask, x, maxDot);
|
|
index = vbslq_u32(mask, local_index, index);
|
|
local_index = vaddq_u32(local_index, four);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
|
|
// select best answer between hi and lo results
|
|
uint32x2_t mask = vcgt_f32( vget_high_f32(maxDot), vget_low_f32(maxDot));
|
|
float32x2_t maxDot2 = vbsl_f32(mask, vget_high_f32(maxDot), vget_low_f32(maxDot));
|
|
uint32x2_t index2 = vbsl_u32(mask, vget_high_u32(index), vget_low_u32(index));
|
|
|
|
// select best answer between even and odd results
|
|
float32x2_t maxDotO = vdup_lane_f32(maxDot2, 1);
|
|
uint32x2_t indexHi = vdup_lane_u32(index2, 1);
|
|
mask = vcgt_f32( maxDotO, maxDot2 );
|
|
maxDot2 = vbsl_f32(mask, maxDotO, maxDot2);
|
|
index2 = vbsl_u32(mask, indexHi, index2);
|
|
|
|
*dotResult = vget_lane_f32( maxDot2, 0);
|
|
return vget_lane_u32(index2, 0);
|
|
|
|
}
|
|
|
|
long b3_mindot_large_v0( const float *vv, const float *vec, unsigned long count, float *dotResult )
|
|
{
|
|
unsigned long i = 0;
|
|
float32x4_t vvec = vld1q_f32_aligned_postincrement( vec );
|
|
float32x2_t vLo = vget_low_f32(vvec);
|
|
float32x2_t vHi = vdup_lane_f32(vget_high_f32(vvec), 0);
|
|
float32x2_t dotMinLo = (float32x2_t) { B3_INFINITY, B3_INFINITY };
|
|
float32x2_t dotMinHi = (float32x2_t) { B3_INFINITY, B3_INFINITY };
|
|
uint32x2_t indexLo = (uint32x2_t) {0, 1};
|
|
uint32x2_t indexHi = (uint32x2_t) {2, 3};
|
|
uint32x2_t iLo = (uint32x2_t) {-1, -1};
|
|
uint32x2_t iHi = (uint32x2_t) {-1, -1};
|
|
const uint32x2_t four = (uint32x2_t) {4,4};
|
|
|
|
for( ; i+8 <= count; i+= 8 )
|
|
{
|
|
float32x4_t v0 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v1 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v2 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v3 = vld1q_f32_aligned_postincrement( vv );
|
|
|
|
float32x2_t xy0 = vmul_f32( vget_low_f32(v0), vLo);
|
|
float32x2_t xy1 = vmul_f32( vget_low_f32(v1), vLo);
|
|
float32x2_t xy2 = vmul_f32( vget_low_f32(v2), vLo);
|
|
float32x2_t xy3 = vmul_f32( vget_low_f32(v3), vLo);
|
|
|
|
float32x2x2_t z0 = vtrn_f32( vget_high_f32(v0), vget_high_f32(v1));
|
|
float32x2x2_t z1 = vtrn_f32( vget_high_f32(v2), vget_high_f32(v3));
|
|
float32x2_t zLo = vmul_f32( z0.val[0], vHi);
|
|
float32x2_t zHi = vmul_f32( z1.val[0], vHi);
|
|
|
|
float32x2_t rLo = vpadd_f32( xy0, xy1);
|
|
float32x2_t rHi = vpadd_f32( xy2, xy3);
|
|
rLo = vadd_f32(rLo, zLo);
|
|
rHi = vadd_f32(rHi, zHi);
|
|
|
|
uint32x2_t maskLo = vclt_f32( rLo, dotMinLo );
|
|
uint32x2_t maskHi = vclt_f32( rHi, dotMinHi );
|
|
dotMinLo = vbsl_f32( maskLo, rLo, dotMinLo);
|
|
dotMinHi = vbsl_f32( maskHi, rHi, dotMinHi);
|
|
iLo = vbsl_u32(maskLo, indexLo, iLo);
|
|
iHi = vbsl_u32(maskHi, indexHi, iHi);
|
|
indexLo = vadd_u32(indexLo, four);
|
|
indexHi = vadd_u32(indexHi, four);
|
|
|
|
v0 = vld1q_f32_aligned_postincrement( vv );
|
|
v1 = vld1q_f32_aligned_postincrement( vv );
|
|
v2 = vld1q_f32_aligned_postincrement( vv );
|
|
v3 = vld1q_f32_aligned_postincrement( vv );
|
|
|
|
xy0 = vmul_f32( vget_low_f32(v0), vLo);
|
|
xy1 = vmul_f32( vget_low_f32(v1), vLo);
|
|
xy2 = vmul_f32( vget_low_f32(v2), vLo);
|
|
xy3 = vmul_f32( vget_low_f32(v3), vLo);
|
|
|
|
z0 = vtrn_f32( vget_high_f32(v0), vget_high_f32(v1));
|
|
z1 = vtrn_f32( vget_high_f32(v2), vget_high_f32(v3));
|
|
zLo = vmul_f32( z0.val[0], vHi);
|
|
zHi = vmul_f32( z1.val[0], vHi);
|
|
|
|
rLo = vpadd_f32( xy0, xy1);
|
|
rHi = vpadd_f32( xy2, xy3);
|
|
rLo = vadd_f32(rLo, zLo);
|
|
rHi = vadd_f32(rHi, zHi);
|
|
|
|
maskLo = vclt_f32( rLo, dotMinLo );
|
|
maskHi = vclt_f32( rHi, dotMinHi );
|
|
dotMinLo = vbsl_f32( maskLo, rLo, dotMinLo);
|
|
dotMinHi = vbsl_f32( maskHi, rHi, dotMinHi);
|
|
iLo = vbsl_u32(maskLo, indexLo, iLo);
|
|
iHi = vbsl_u32(maskHi, indexHi, iHi);
|
|
indexLo = vadd_u32(indexLo, four);
|
|
indexHi = vadd_u32(indexHi, four);
|
|
}
|
|
|
|
for( ; i+4 <= count; i+= 4 )
|
|
{
|
|
float32x4_t v0 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v1 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v2 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v3 = vld1q_f32_aligned_postincrement( vv );
|
|
|
|
float32x2_t xy0 = vmul_f32( vget_low_f32(v0), vLo);
|
|
float32x2_t xy1 = vmul_f32( vget_low_f32(v1), vLo);
|
|
float32x2_t xy2 = vmul_f32( vget_low_f32(v2), vLo);
|
|
float32x2_t xy3 = vmul_f32( vget_low_f32(v3), vLo);
|
|
|
|
float32x2x2_t z0 = vtrn_f32( vget_high_f32(v0), vget_high_f32(v1));
|
|
float32x2x2_t z1 = vtrn_f32( vget_high_f32(v2), vget_high_f32(v3));
|
|
float32x2_t zLo = vmul_f32( z0.val[0], vHi);
|
|
float32x2_t zHi = vmul_f32( z1.val[0], vHi);
|
|
|
|
float32x2_t rLo = vpadd_f32( xy0, xy1);
|
|
float32x2_t rHi = vpadd_f32( xy2, xy3);
|
|
rLo = vadd_f32(rLo, zLo);
|
|
rHi = vadd_f32(rHi, zHi);
|
|
|
|
uint32x2_t maskLo = vclt_f32( rLo, dotMinLo );
|
|
uint32x2_t maskHi = vclt_f32( rHi, dotMinHi );
|
|
dotMinLo = vbsl_f32( maskLo, rLo, dotMinLo);
|
|
dotMinHi = vbsl_f32( maskHi, rHi, dotMinHi);
|
|
iLo = vbsl_u32(maskLo, indexLo, iLo);
|
|
iHi = vbsl_u32(maskHi, indexHi, iHi);
|
|
indexLo = vadd_u32(indexLo, four);
|
|
indexHi = vadd_u32(indexHi, four);
|
|
}
|
|
switch( count & 3 )
|
|
{
|
|
case 3:
|
|
{
|
|
float32x4_t v0 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v1 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v2 = vld1q_f32_aligned_postincrement( vv );
|
|
|
|
float32x2_t xy0 = vmul_f32( vget_low_f32(v0), vLo);
|
|
float32x2_t xy1 = vmul_f32( vget_low_f32(v1), vLo);
|
|
float32x2_t xy2 = vmul_f32( vget_low_f32(v2), vLo);
|
|
|
|
float32x2x2_t z0 = vtrn_f32( vget_high_f32(v0), vget_high_f32(v1));
|
|
float32x2_t zLo = vmul_f32( z0.val[0], vHi);
|
|
float32x2_t zHi = vmul_f32( vdup_lane_f32(vget_high_f32(v2), 0), vHi);
|
|
|
|
float32x2_t rLo = vpadd_f32( xy0, xy1);
|
|
float32x2_t rHi = vpadd_f32( xy2, xy2);
|
|
rLo = vadd_f32(rLo, zLo);
|
|
rHi = vadd_f32(rHi, zHi);
|
|
|
|
uint32x2_t maskLo = vclt_f32( rLo, dotMinLo );
|
|
uint32x2_t maskHi = vclt_f32( rHi, dotMinHi );
|
|
dotMinLo = vbsl_f32( maskLo, rLo, dotMinLo);
|
|
dotMinHi = vbsl_f32( maskHi, rHi, dotMinHi);
|
|
iLo = vbsl_u32(maskLo, indexLo, iLo);
|
|
iHi = vbsl_u32(maskHi, indexHi, iHi);
|
|
}
|
|
break;
|
|
case 2:
|
|
{
|
|
float32x4_t v0 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v1 = vld1q_f32_aligned_postincrement( vv );
|
|
|
|
float32x2_t xy0 = vmul_f32( vget_low_f32(v0), vLo);
|
|
float32x2_t xy1 = vmul_f32( vget_low_f32(v1), vLo);
|
|
|
|
float32x2x2_t z0 = vtrn_f32( vget_high_f32(v0), vget_high_f32(v1));
|
|
float32x2_t zLo = vmul_f32( z0.val[0], vHi);
|
|
|
|
float32x2_t rLo = vpadd_f32( xy0, xy1);
|
|
rLo = vadd_f32(rLo, zLo);
|
|
|
|
uint32x2_t maskLo = vclt_f32( rLo, dotMinLo );
|
|
dotMinLo = vbsl_f32( maskLo, rLo, dotMinLo);
|
|
iLo = vbsl_u32(maskLo, indexLo, iLo);
|
|
}
|
|
break;
|
|
case 1:
|
|
{
|
|
float32x4_t v0 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x2_t xy0 = vmul_f32( vget_low_f32(v0), vLo);
|
|
float32x2_t z0 = vdup_lane_f32(vget_high_f32(v0), 0);
|
|
float32x2_t zLo = vmul_f32( z0, vHi);
|
|
float32x2_t rLo = vpadd_f32( xy0, xy0);
|
|
rLo = vadd_f32(rLo, zLo);
|
|
uint32x2_t maskLo = vclt_f32( rLo, dotMinLo );
|
|
dotMinLo = vbsl_f32( maskLo, rLo, dotMinLo);
|
|
iLo = vbsl_u32(maskLo, indexLo, iLo);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// select best answer between hi and lo results
|
|
uint32x2_t mask = vclt_f32( dotMinHi, dotMinLo );
|
|
dotMinLo = vbsl_f32(mask, dotMinHi, dotMinLo);
|
|
iLo = vbsl_u32(mask, iHi, iLo);
|
|
|
|
// select best answer between even and odd results
|
|
dotMinHi = vdup_lane_f32(dotMinLo, 1);
|
|
iHi = vdup_lane_u32(iLo, 1);
|
|
mask = vclt_f32( dotMinHi, dotMinLo );
|
|
dotMinLo = vbsl_f32(mask, dotMinHi, dotMinLo);
|
|
iLo = vbsl_u32(mask, iHi, iLo);
|
|
|
|
*dotResult = vget_lane_f32( dotMinLo, 0);
|
|
return vget_lane_u32(iLo, 0);
|
|
}
|
|
|
|
long b3_mindot_large_v1( const float *vv, const float *vec, unsigned long count, float *dotResult )
|
|
{
|
|
float32x4_t vvec = vld1q_f32_aligned_postincrement( vec );
|
|
float32x4_t vLo = vcombine_f32(vget_low_f32(vvec), vget_low_f32(vvec));
|
|
float32x4_t vHi = vdupq_lane_f32(vget_high_f32(vvec), 0);
|
|
const uint32x4_t four = (uint32x4_t){ 4, 4, 4, 4 };
|
|
uint32x4_t local_index = (uint32x4_t) {0, 1, 2, 3};
|
|
uint32x4_t index = (uint32x4_t) { -1, -1, -1, -1 };
|
|
float32x4_t minDot = (float32x4_t) { B3_INFINITY, B3_INFINITY, B3_INFINITY, B3_INFINITY };
|
|
|
|
unsigned long i = 0;
|
|
for( ; i + 8 <= count; i += 8 )
|
|
{
|
|
float32x4_t v0 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v1 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v2 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v3 = vld1q_f32_aligned_postincrement( vv );
|
|
|
|
// the next two lines should resolve to a single vswp d, d
|
|
float32x4_t xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v1));
|
|
float32x4_t xy1 = vcombine_f32( vget_low_f32(v2), vget_low_f32(v3));
|
|
// the next two lines should resolve to a single vswp d, d
|
|
float32x4_t z0 = vcombine_f32( vget_high_f32(v0), vget_high_f32(v1));
|
|
float32x4_t z1 = vcombine_f32( vget_high_f32(v2), vget_high_f32(v3));
|
|
|
|
xy0 = vmulq_f32(xy0, vLo);
|
|
xy1 = vmulq_f32(xy1, vLo);
|
|
|
|
float32x4x2_t zb = vuzpq_f32( z0, z1);
|
|
float32x4_t z = vmulq_f32( zb.val[0], vHi);
|
|
float32x4x2_t xy = vuzpq_f32( xy0, xy1);
|
|
float32x4_t x = vaddq_f32(xy.val[0], xy.val[1]);
|
|
x = vaddq_f32(x, z);
|
|
|
|
uint32x4_t mask = vcltq_f32(x, minDot);
|
|
minDot = vbslq_f32( mask, x, minDot);
|
|
index = vbslq_u32(mask, local_index, index);
|
|
local_index = vaddq_u32(local_index, four);
|
|
|
|
v0 = vld1q_f32_aligned_postincrement( vv );
|
|
v1 = vld1q_f32_aligned_postincrement( vv );
|
|
v2 = vld1q_f32_aligned_postincrement( vv );
|
|
v3 = vld1q_f32_aligned_postincrement( vv );
|
|
|
|
// the next two lines should resolve to a single vswp d, d
|
|
xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v1));
|
|
xy1 = vcombine_f32( vget_low_f32(v2), vget_low_f32(v3));
|
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// the next two lines should resolve to a single vswp d, d
|
|
z0 = vcombine_f32( vget_high_f32(v0), vget_high_f32(v1));
|
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z1 = vcombine_f32( vget_high_f32(v2), vget_high_f32(v3));
|
|
|
|
xy0 = vmulq_f32(xy0, vLo);
|
|
xy1 = vmulq_f32(xy1, vLo);
|
|
|
|
zb = vuzpq_f32( z0, z1);
|
|
z = vmulq_f32( zb.val[0], vHi);
|
|
xy = vuzpq_f32( xy0, xy1);
|
|
x = vaddq_f32(xy.val[0], xy.val[1]);
|
|
x = vaddq_f32(x, z);
|
|
|
|
mask = vcltq_f32(x, minDot);
|
|
minDot = vbslq_f32( mask, x, minDot);
|
|
index = vbslq_u32(mask, local_index, index);
|
|
local_index = vaddq_u32(local_index, four);
|
|
}
|
|
|
|
for( ; i + 4 <= count; i += 4 )
|
|
{
|
|
float32x4_t v0 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v1 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v2 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v3 = vld1q_f32_aligned_postincrement( vv );
|
|
|
|
// the next two lines should resolve to a single vswp d, d
|
|
float32x4_t xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v1));
|
|
float32x4_t xy1 = vcombine_f32( vget_low_f32(v2), vget_low_f32(v3));
|
|
// the next two lines should resolve to a single vswp d, d
|
|
float32x4_t z0 = vcombine_f32( vget_high_f32(v0), vget_high_f32(v1));
|
|
float32x4_t z1 = vcombine_f32( vget_high_f32(v2), vget_high_f32(v3));
|
|
|
|
xy0 = vmulq_f32(xy0, vLo);
|
|
xy1 = vmulq_f32(xy1, vLo);
|
|
|
|
float32x4x2_t zb = vuzpq_f32( z0, z1);
|
|
float32x4_t z = vmulq_f32( zb.val[0], vHi);
|
|
float32x4x2_t xy = vuzpq_f32( xy0, xy1);
|
|
float32x4_t x = vaddq_f32(xy.val[0], xy.val[1]);
|
|
x = vaddq_f32(x, z);
|
|
|
|
uint32x4_t mask = vcltq_f32(x, minDot);
|
|
minDot = vbslq_f32( mask, x, minDot);
|
|
index = vbslq_u32(mask, local_index, index);
|
|
local_index = vaddq_u32(local_index, four);
|
|
}
|
|
|
|
switch (count & 3) {
|
|
case 3:
|
|
{
|
|
float32x4_t v0 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v1 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v2 = vld1q_f32_aligned_postincrement( vv );
|
|
|
|
// the next two lines should resolve to a single vswp d, d
|
|
float32x4_t xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v1));
|
|
float32x4_t xy1 = vcombine_f32( vget_low_f32(v2), vget_low_f32(v2));
|
|
// the next two lines should resolve to a single vswp d, d
|
|
float32x4_t z0 = vcombine_f32( vget_high_f32(v0), vget_high_f32(v1));
|
|
float32x4_t z1 = vcombine_f32( vget_high_f32(v2), vget_high_f32(v2));
|
|
|
|
xy0 = vmulq_f32(xy0, vLo);
|
|
xy1 = vmulq_f32(xy1, vLo);
|
|
|
|
float32x4x2_t zb = vuzpq_f32( z0, z1);
|
|
float32x4_t z = vmulq_f32( zb.val[0], vHi);
|
|
float32x4x2_t xy = vuzpq_f32( xy0, xy1);
|
|
float32x4_t x = vaddq_f32(xy.val[0], xy.val[1]);
|
|
x = vaddq_f32(x, z);
|
|
|
|
uint32x4_t mask = vcltq_f32(x, minDot);
|
|
minDot = vbslq_f32( mask, x, minDot);
|
|
index = vbslq_u32(mask, local_index, index);
|
|
local_index = vaddq_u32(local_index, four);
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
{
|
|
float32x4_t v0 = vld1q_f32_aligned_postincrement( vv );
|
|
float32x4_t v1 = vld1q_f32_aligned_postincrement( vv );
|
|
|
|
// the next two lines should resolve to a single vswp d, d
|
|
float32x4_t xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v1));
|
|
// the next two lines should resolve to a single vswp d, d
|
|
float32x4_t z0 = vcombine_f32( vget_high_f32(v0), vget_high_f32(v1));
|
|
|
|
xy0 = vmulq_f32(xy0, vLo);
|
|
|
|
float32x4x2_t zb = vuzpq_f32( z0, z0);
|
|
float32x4_t z = vmulq_f32( zb.val[0], vHi);
|
|
float32x4x2_t xy = vuzpq_f32( xy0, xy0);
|
|
float32x4_t x = vaddq_f32(xy.val[0], xy.val[1]);
|
|
x = vaddq_f32(x, z);
|
|
|
|
uint32x4_t mask = vcltq_f32(x, minDot);
|
|
minDot = vbslq_f32( mask, x, minDot);
|
|
index = vbslq_u32(mask, local_index, index);
|
|
local_index = vaddq_u32(local_index, four);
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
{
|
|
float32x4_t v0 = vld1q_f32_aligned_postincrement( vv );
|
|
|
|
// the next two lines should resolve to a single vswp d, d
|
|
float32x4_t xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v0));
|
|
// the next two lines should resolve to a single vswp d, d
|
|
float32x4_t z = vdupq_lane_f32(vget_high_f32(v0), 0);
|
|
|
|
xy0 = vmulq_f32(xy0, vLo);
|
|
|
|
z = vmulq_f32( z, vHi);
|
|
float32x4x2_t xy = vuzpq_f32( xy0, xy0);
|
|
float32x4_t x = vaddq_f32(xy.val[0], xy.val[1]);
|
|
x = vaddq_f32(x, z);
|
|
|
|
uint32x4_t mask = vcltq_f32(x, minDot);
|
|
minDot = vbslq_f32( mask, x, minDot);
|
|
index = vbslq_u32(mask, local_index, index);
|
|
local_index = vaddq_u32(local_index, four);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
|
|
// select best answer between hi and lo results
|
|
uint32x2_t mask = vclt_f32( vget_high_f32(minDot), vget_low_f32(minDot));
|
|
float32x2_t minDot2 = vbsl_f32(mask, vget_high_f32(minDot), vget_low_f32(minDot));
|
|
uint32x2_t index2 = vbsl_u32(mask, vget_high_u32(index), vget_low_u32(index));
|
|
|
|
// select best answer between even and odd results
|
|
float32x2_t minDotO = vdup_lane_f32(minDot2, 1);
|
|
uint32x2_t indexHi = vdup_lane_u32(index2, 1);
|
|
mask = vclt_f32( minDotO, minDot2 );
|
|
minDot2 = vbsl_f32(mask, minDotO, minDot2);
|
|
index2 = vbsl_u32(mask, indexHi, index2);
|
|
|
|
*dotResult = vget_lane_f32( minDot2, 0);
|
|
return vget_lane_u32(index2, 0);
|
|
|
|
}
|
|
|
|
#else
|
|
#error Unhandled __APPLE__ arch
|
|
#endif
|
|
|
|
#endif /* __APPLE__ */
|
|
|
|
|