//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #include #include "math/mMathFn.h" #include "console/console.h" #include "platform/profiler.h" #if defined( __VEC__ ) // tests show BLAS to be about 4x slower than aligned altivec, 3x slower than unaligned altivec code below. /// Altivec 4x4 Matrix multiplication. /// Most of our time is spent moving data in & out of the vector registers. /// Alignment of the matrix data to 16-byte boundaries is very important, /// because we get a much better speed gain if we can assume the data is aligned. void vec_MatrixF_x_MatrixF(const F32 *matA, const F32 *matB, F32 *result) { vector float A[4][1]; vector float B[4][1]; vector float C[4][1]; /// If the incoming pointers are not 16-byte aligned, we have to load & store the slow way. if((int)matA & 0xF || (int)matB & 0xF || (int)result & 0xF) { F32 *loader; loader = (F32*) &A; loader[0] = matA[0]; loader[1] = matA[1]; loader[2] = matA[2]; loader[3] = matA[3]; loader[4] = matA[4]; loader[5] = matA[5]; loader[6] = matA[6]; loader[7] = matA[7]; loader[8] = matA[8]; loader[9] = matA[9]; loader[10] = matA[10]; loader[11] = matA[11]; loader[12] = matA[12]; loader[13] = matA[13]; loader[14] = matA[14]; loader[15] = matA[15]; loader = (F32*) &B; loader[0] = matB[0]; loader[1] = matB[1]; loader[2] = matB[2]; loader[3] = matB[3]; loader[4] = matB[4]; loader[5] = matB[5]; loader[6] = matB[6]; loader[7] = matB[7]; loader[8] = matB[8]; loader[9] = matB[9]; loader[10] = matB[10]; loader[11] = matB[11]; loader[12] = matB[12]; loader[13] = matB[13]; loader[14] = matB[14]; loader[15] = matB[15]; vMultMatMat_4x4( A, B, C); loader = (F32*) &C; result[0] = loader[0]; result[1] = loader[1]; result[2] = loader[2]; result[3] = loader[3]; result[4] = loader[4]; result[5] = loader[5]; result[6] = loader[6]; result[7] = loader[7]; result[8] = loader[8]; result[9] = loader[9]; result[10] = loader[10]; result[11] = loader[11]; result[12] = loader[12]; result[13] = loader[13]; result[14] = loader[14]; result[15] = loader[15]; } else { A[0][0] = vec_ld(0, matA); A[1][0] = vec_ld(16, matA); A[2][0] = vec_ld(32, matA); A[3][0] = vec_ld(48, matA); B[0][0] = vec_ld(0, matB); B[1][0] = vec_ld(16, matB); B[2][0] = vec_ld(32, matB); B[3][0] = vec_ld(48, matB); vMultMatMat_4x4( A, B, C); vec_st(C[0][0], 0, result); vec_st(C[1][0], 16, result); vec_st(C[2][0], 32, result); vec_st(C[3][0], 48, result); } } void mInstallLibrary_Vec() { m_matF_x_matF = vec_MatrixF_x_MatrixF; } #else // defined(__VEC__) void mInstallLibrary_Vec() { Con::warnf("Cannot use altivec math, this build does not support altivec."); } #endif// defined(__VEC__)