tge/engine/math/mMathAltivec.cc
2017-04-17 06:17:10 -06:00

115 lines
3.2 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include <vecLib/vecLib.h>
#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__)