/* * Copyright (c), Recep Aslantas. * * MIT License (MIT), http://opensource.org/licenses/MIT * Full license can be found in the LICENSE file */ #ifndef cglm_affine_mat_wasm_h #define cglm_affine_mat_wasm_h #if defined(__wasm__) && defined(__wasm_simd128__) #include "../../common.h" #include "../intrin.h" CGLM_INLINE void glm_mul_wasm(mat4 m1, mat4 m2, mat4 dest) { /* D = R * L (Column-Major) */ glmm_128 l, r0, r1, r2, r3, v0, v1, v2, v3; l = glmm_load(m1[0]); r0 = glmm_load(m2[0]); r1 = glmm_load(m2[1]); r2 = glmm_load(m2[2]); r3 = glmm_load(m2[3]); v0 = wasm_f32x4_mul(glmm_splat_x(r0), l); v1 = wasm_f32x4_mul(glmm_splat_x(r1), l); v2 = wasm_f32x4_mul(glmm_splat_x(r2), l); v3 = wasm_f32x4_mul(glmm_splat_x(r3), l); l = glmm_load(m1[1]); v0 = glmm_fmadd(glmm_splat_y(r0), l, v0); v1 = glmm_fmadd(glmm_splat_y(r1), l, v1); v2 = glmm_fmadd(glmm_splat_y(r2), l, v2); v3 = glmm_fmadd(glmm_splat_y(r3), l, v3); l = glmm_load(m1[2]); v0 = glmm_fmadd(glmm_splat_z(r0), l, v0); v1 = glmm_fmadd(glmm_splat_z(r1), l, v1); v2 = glmm_fmadd(glmm_splat_z(r2), l, v2); v3 = glmm_fmadd(glmm_splat_z(r3), l, v3); l = glmm_load(m1[3]); v3 = glmm_fmadd(glmm_splat_w(r3), l, v3); glmm_store(dest[0], v0); glmm_store(dest[1], v1); glmm_store(dest[2], v2); glmm_store(dest[3], v3); } CGLM_INLINE void glm_mul_rot_wasm(mat4 m1, mat4 m2, mat4 dest) { /* D = R * L (Column-Major) */ glmm_128 l, r0, r1, r2, v0, v1, v2; l = glmm_load(m1[0]); r0 = glmm_load(m2[0]); r1 = glmm_load(m2[1]); r2 = glmm_load(m2[2]); v0 = wasm_f32x4_mul(glmm_splat_x(r0), l); v1 = wasm_f32x4_mul(glmm_splat_x(r1), l); v2 = wasm_f32x4_mul(glmm_splat_x(r2), l); l = glmm_load(m1[1]); v0 = glmm_fmadd(glmm_splat_y(r0), l, v0); v1 = glmm_fmadd(glmm_splat_y(r1), l, v1); v2 = glmm_fmadd(glmm_splat_y(r2), l, v2); l = glmm_load(m1[2]); v0 = glmm_fmadd(glmm_splat_z(r0), l, v0); v1 = glmm_fmadd(glmm_splat_z(r1), l, v1); v2 = glmm_fmadd(glmm_splat_z(r2), l, v2); glmm_store(dest[0], v0); glmm_store(dest[1], v1); glmm_store(dest[2], v2); glmm_store(dest[3], glmm_load(m1[3])); } CGLM_INLINE void glm_inv_tr_wasm(mat4 mat) { glmm_128 r0, r1, r2, r3, x0, x1, x2, x3, x4, x5; r0 = glmm_load(mat[0]); r1 = glmm_load(mat[1]); r2 = glmm_load(mat[2]); r3 = glmm_load(mat[3]); x1 = wasm_f32x4_const(0.0f, 0.0f, 0.0f, 1.0f); /* _MM_TRANSPOSE4_PS(r0, r1, r2, x1); */ x2 = wasm_i32x4_shuffle(r0, r1, 0, 4, 1, 5); x3 = wasm_i32x4_shuffle(r0, r1, 2, 6, 3, 7); x4 = wasm_i32x4_shuffle(r2, x1, 0, 4, 1, 5); x5 = wasm_i32x4_shuffle(r2, x1, 2, 6, 3, 7); /* r0 = _mm_movelh_ps(x2, x4); */ r0 = wasm_i32x4_shuffle(x2, x4, 0, 1, 4, 5); /* r1 = _mm_movehl_ps(x4, x2); */ r1 = wasm_i32x4_shuffle(x4, x2, 6, 7, 2, 3); /* r2 = _mm_movelh_ps(x3, x5); */ r2 = wasm_i32x4_shuffle(x3, x5, 0, 1, 4, 5); /* x1 = _mm_movehl_ps(x5, x3); */ x1 = wasm_i32x4_shuffle(x5, x3, 6, 7, 2, 3); x2 = glmm_shuff1(r3, 0, 0, 0, 0); x3 = glmm_shuff1(r3, 1, 1, 1, 1); x4 = glmm_shuff1(r3, 2, 2, 2, 2); x0 = glmm_fmadd(r0, x2, glmm_fmadd(r1, x3, wasm_f32x4_mul(r2, x4))); x0 = wasm_f32x4_neg(x0); x0 = wasm_f32x4_add(x0, x1); glmm_store(mat[0], r0); glmm_store(mat[1], r1); glmm_store(mat[2], r2); glmm_store(mat[3], x0); } #endif #endif /* cglm_affine_mat_wasm_h */