Better L4 and array storage design
This commit is contained in:
@@ -2,8 +2,8 @@
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// -----------------------------------------------------------------------
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// file="Matrix44"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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// AuthorGroup: Nitload
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// Copyright (c) Nitload. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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@@ -26,7 +26,7 @@
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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using StgSharp.Mathematics;
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using StgSharp.Mathematics.Intrinsic;
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using StgSharp.Mathematics.Internal;
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using StgSharp.Mathematics.Numeric;
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using System;
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using System.Collections;
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@@ -34,6 +34,7 @@ using System.Collections.Generic;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Runtime.Intrinsics.X86;
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namespace StgSharp.Mathematics.Graphics
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{
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@@ -46,13 +47,20 @@ namespace StgSharp.Mathematics.Graphics
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[FieldOffset(0)] internal ColumnSet4 mat;
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[FieldOffset(0)] internal MatrixKernel<float> kernel;
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internal Matrix44(ColumnSet4 mat)
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internal Matrix44(
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ColumnSet4 mat
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)
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{
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Unsafe.SkipInit(out this);
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this.mat = mat;
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}
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internal Matrix44(Vector4 vec0, Vector4 vec1, Vector4 vec2, Vector4 vec3)
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internal Matrix44(
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Vector4 vec0,
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Vector4 vec1,
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Vector4 vec2,
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Vector4 vec3
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)
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{
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Unsafe.SkipInit(out this);
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mat.colum0 = vec0;
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@@ -82,7 +90,8 @@ namespace StgSharp.Mathematics.Graphics
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float a30,
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float a31,
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float a32,
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float a33)
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float a33
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)
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{
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Unsafe.SkipInit(out this);
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mat.colum0 = new Vector4(a00, a10, a20, a30);
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@@ -91,7 +100,10 @@ namespace StgSharp.Mathematics.Graphics
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mat.colum3 = new Vector4(a03, a13, a23, a33);
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}
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public unsafe float this[int rowNum, int columNum]
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public unsafe float this[
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int rowNum,
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int columNum
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]
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{
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get
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{
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@@ -133,84 +145,124 @@ namespace StgSharp.Mathematics.Graphics
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public static Matrix44 Unit => new Matrix44(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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public static Matrix44 WNegativeUnit => new Matrix44(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1);
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public static Matrix44 WNegativeUnit => new Matrix44(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0,
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0, 0, -1);
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public static Matrix44 XNegativeUnit => new Matrix44(-1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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public static Matrix44 XNegativeUnit => new Matrix44(-1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0,
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0, 0, 1);
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public static Matrix44 YNegativeUnit => new Matrix44(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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public static Matrix44 YNegativeUnit => new Matrix44(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0,
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0, 0, 1);
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public static Matrix44 ZNegativeUnit => new Matrix44(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1);
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public static Matrix44 ZNegativeUnit => new Matrix44(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0,
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0, 0, 1);
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public ReadOnlySpan<float> AsSpan()
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{
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return MemoryMarshal.CreateReadOnlySpan(ref Unsafe.As<ColumnSet4, float>(ref mat), 16);
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}
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public override bool Equals(object? obj)
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public override bool Equals(
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object? obj
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)
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{
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return obj is Matrix44 x && Equals(x);
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}
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public bool Equals(Matrix44 other)
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public bool Equals(
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Matrix44 other
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)
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{
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return mat.Equals(other.mat);
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(mat.colum0.GetHashCode(), mat.colum1.GetHashCode(), mat.colum2.GetHashCode(),
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mat.colum3.GetHashCode());
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return HashCode.Combine(mat.colum0.GetHashCode(), mat.colum1.GetHashCode(),
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mat.colum2.GetHashCode(), mat.colum3.GetHashCode());
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal unsafe void InternalTranspose(ref Matrix44 transpose)
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internal unsafe void InternalTranspose(
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ref Matrix44 transpose
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)
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{
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const int f32 = 0;
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fixed (MatrixKernel<float>* source = &this.kernel, target = &transpose.kernel) {
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MathematicsModule.GlobalContext.mat[f32].buffer_transpose(source, target);
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MathematicsModule.GlobalContext.mat_sk[f32].Call(MatrixIntrinsicHandle.Transpose,
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null, (MatrixKernel*)source,
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(MatrixKernel*)target, 0);
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static unsafe Matrix44 operator -(Matrix44 left, Matrix44 right)
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public static unsafe Matrix44 operator -(
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Matrix44 left,
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Matrix44 right
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)
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{
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Matrix44 ret = new();
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const int f32 = 0;
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MathematicsModule.GlobalContext.mat[f32].buffer_sub(&left, &right, &ret, 1);
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int f32 = MatrixElementType.F32.IntrinsicNode;
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MathematicsModule.GlobalContext.mat_sk[f32].Call(MatrixIntrinsicHandle.Sub,
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(MatrixKernel*)&left,
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(MatrixKernel*)&right,
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(MatrixKernel*)&ret, 1);
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return ret;
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}
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public static bool operator !=(Matrix44 left, Matrix44 right)
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public static bool operator !=(
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Matrix44 left,
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Matrix44 right
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)
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{
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return !(left == right);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static unsafe Matrix44 operator *(Matrix44 mat, float value)
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public static unsafe Matrix44 operator *(
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Matrix44 mat,
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float value
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)
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{
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return new Matrix44(mat.mat.colum0 * value, mat.mat.colum1 * value, mat.mat.colum2 * value,
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mat.mat.colum3 * value);
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int f32 = MatrixElementType.F32.IntrinsicNode;
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return new Matrix44(mat.mat.colum0 * value, mat.mat.colum1 * value,
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mat.mat.colum2 * value, mat.mat.colum3 * value);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix44 operator *(Matrix44 left, Matrix44 right)
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public static Matrix44 operator *(
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Matrix44 left,
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Matrix44 right
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)
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{
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Matrix44 ret = new();
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int f32 = (int)MatrixElementType.F32;
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MathematicsModule.GlobalContext.mat[f32].kernel_fma(&left, &right, &ret);
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int f32 = MatrixElementType.F32.IntrinsicNode;
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MathematicsModule.GlobalContext.mat_sk[f32].Call(MatrixIntrinsicHandle.Fma,
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(MatrixKernel*)&left,
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(MatrixKernel*)&right,
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(MatrixKernel*)&ret, 0);
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return ret;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static unsafe Matrix44 operator +(Matrix44 left, Matrix44 right)
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public static unsafe Matrix44 operator +(
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Matrix44 left,
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Matrix44 right
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)
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{
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Matrix44 ret = new();
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const int f32 = 0;
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MathematicsModule.GlobalContext.mat[f32].buffer_add(&left, &right, &ret, 1);
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int f32 = MatrixElementType.F32.IntrinsicNode;
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MathematicsModule.GlobalContext.mat_sk[f32].Call(MatrixIntrinsicHandle.Add,
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(MatrixKernel*)&left,
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(MatrixKernel*)&right,
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(MatrixKernel*)&ret, 1);
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return ret;
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}
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public static bool operator ==(Matrix44 left, Matrix44 right)
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public static bool operator ==(
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Matrix44 left,
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Matrix44 right
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)
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{
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return left.Equals(right);
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}
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@@ -2,8 +2,8 @@
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// -----------------------------------------------------------------------
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// file="Vec4"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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// AuthorGroup: Nitload
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// Copyright (c) Nitload. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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@@ -26,7 +26,7 @@
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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using StgSharp.Mathematics;
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using StgSharp.Mathematics.Intrinsic;
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using StgSharp.Mathematics.Internal;
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using StgSharp.Mathematics.Numeric;
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using System;
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using System.Data.Common;
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@@ -52,7 +52,9 @@ namespace StgSharp.Mathematics.Graphics
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[FieldOffset(4)] public float Y;
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[FieldOffset(8)] public float Z;
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internal Vec4(Vector4 v)
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internal Vec4(
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Vector4 v
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)
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{
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Unsafe.SkipInit(out X);
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Unsafe.SkipInit(out Y);
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@@ -63,7 +65,9 @@ namespace StgSharp.Mathematics.Graphics
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vec = v;
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}
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internal Vec4(M128 v)
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internal Vec4(
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M128 v
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)
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{
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Unsafe.SkipInit(out X);
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Unsafe.SkipInit(out Y);
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@@ -74,7 +78,10 @@ namespace StgSharp.Mathematics.Graphics
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reg = v;
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}
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public Vec4(Vec3 v3, float w)
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public Vec4(
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Vec3 v3,
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float w
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)
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{
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Unsafe.SkipInit(out X);
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Unsafe.SkipInit(out Y);
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@@ -84,7 +91,12 @@ namespace StgSharp.Mathematics.Graphics
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W = w;
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}
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public Vec4(float x, float y, float z, float w)
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public Vec4(
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float x,
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float y,
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float z,
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float w
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)
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{
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vec = new Vector4(x, y, z, w);
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}
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@@ -123,7 +135,10 @@ namespace StgSharp.Mathematics.Graphics
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vec4 Add(Vec4 left, Vec4 right)
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public static Vec4 Add(
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Vec4 left,
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Vec4 right
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)
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{
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return left + right;
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}
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@@ -133,12 +148,16 @@ namespace StgSharp.Mathematics.Graphics
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return MemoryMarshal.CreateReadOnlySpan(ref reg.Member<float>(0), 4);
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}
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public override bool Equals(object obj)
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public override bool Equals(
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object obj
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)
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{
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return obj is Vec4 v && v == this;
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}
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public static Vec4 FromSpan(ReadOnlySpan<float> span)
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public static Vec4 FromSpan(
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ReadOnlySpan<float> span
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)
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{
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if (span.Length < 4) {
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throw new ArgumentException("Span length must be at least 4.", nameof(span));
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@@ -161,7 +180,10 @@ namespace StgSharp.Mathematics.Graphics
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vec4 Subtract(Vec4 left, Vec4 right)
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public static Vec4 Subtract(
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Vec4 left,
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Vec4 right
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)
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{
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return left - right;
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}
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@@ -172,36 +194,55 @@ namespace StgSharp.Mathematics.Graphics
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vec4 operator -(Vec4 left, Vec4 right)
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public static Vec4 operator -(
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Vec4 left,
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Vec4 right
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)
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{
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return new Vec4(left.vec - right.vec);
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}
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public static bool operator !=(Vec4 left, Vec4 right)
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public static bool operator !=(
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Vec4 left,
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Vec4 right
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)
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{
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return !(left == right);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vec4 operator *(Matrix44 mat, Vec4 vec)
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public static Vec4 operator *(
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Matrix44 mat,
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Vec4 vec
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)
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{
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Matrix44 transpose = mat.Transpose;
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return new Vec4(Vector4.Dot(transpose.mat.colum0, vec.vec), Vector4.Dot(transpose.mat.colum1, vec.vec),
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Vector4.Dot(transpose.mat.colum2, vec.vec), Vector4.Dot(transpose.mat.colum3, vec.vec));
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return new Vec4(Vector4.Dot(transpose.mat.colum0, vec.vec),
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Vector4.Dot(transpose.mat.colum1, vec.vec),
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Vector4.Dot(transpose.mat.colum2, vec.vec),
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Vector4.Dot(transpose.mat.colum3, vec.vec));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vec4 operator +(Vec4 left, Vec4 right)
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public static Vec4 operator +(
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Vec4 left,
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Vec4 right
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)
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{
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return new Vec4(left.vec + right.vec);
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}
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public static bool operator ==(Vec4 left, Vec4 right)
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public static bool operator ==(
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Vec4 left,
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Vec4 right
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)
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{
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return left.vec == right.vec;
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}
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bool IEquatable<Vec4>.Equals(Vec4 other)
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bool IEquatable<Vec4>.Equals(
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Vec4 other
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)
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{
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return vec == other.vec;
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}
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