[vector_math]: Use NEON intrinsics in Vec4 dot operation #177
1 changed files with 24 additions and 0 deletions
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@ -1,9 +1,16 @@
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: 2014 Tony Wasserka
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// SPDX-FileCopyrightText: 2014 Dolphin Emulator Project
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// SPDX-License-Identifier: BSD-3-Clause AND GPL-2.0-or-later
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#pragma once
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#ifdef __ARM_NEON
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#include <arm_neon.h>
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#endif
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#include <cmath>
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#include <type_traits>
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@ -641,6 +648,23 @@ template <typename T>
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return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
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}
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template <>
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[[nodiscard]] inline float Dot(const Vec4<float>& a, const Vec4<float>& b) {
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#ifdef __ARM_NEON
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float32x4_t va = vld1q_f32(a.AsArray());
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float32x4_t vb = vld1q_f32(b.AsArray());
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float32x4_t result = vmulq_f32(va, vb);
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#if defined(__aarch64__) // Use vaddvq_f32 in ARMv8 architectures
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return vaddvq_f32(result);
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#else // Use manual addition for older architectures
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float32x2_t sum2 = vadd_f32(vget_high_f32(result), vget_low_f32(result));
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return vget_lane_f32(vpadd_f32(sum2, sum2), 0);
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#endif
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#else
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return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
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#endif
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}
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template <typename T>
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[[nodiscard]] constexpr Vec3<decltype(T{} * T{} - T{} * T{})> Cross(const Vec3<T>& a,
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const Vec3<T>& b) {
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