module BABYLON { declare var SIMD; export class SIMDVector3 { public static TransformCoordinatesToRefSIMD(vector: Vector3, transformation: Matrix, result: Vector3): void { var v = SIMD.float32x4.loadXYZ((vector)._data, 0); var m0 = SIMD.float32x4.load(transformation.m, 0); var m1 = SIMD.float32x4.load(transformation.m, 4); var m2 = SIMD.float32x4.load(transformation.m, 8); var m3 = SIMD.float32x4.load(transformation.m, 12); var r = SIMD.float32x4.add(SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(v, 0, 0, 0, 0), m0), SIMD.float32x4.mul(SIMD.float32x4.swizzle(v, 1, 1, 1, 1), m1)), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(v, 2, 2, 2, 2), m2), m3)); r = SIMD.float32x4.div(r, SIMD.float32x4.swizzle(r, 3, 3, 3, 3)); SIMD.float32x4.storeXYZ((result)._data, 0, r); } public static TransformCoordinatesFromFloatsToRefSIMD(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void { var v0 = SIMD.float32x4.splat(x); var v1 = SIMD.float32x4.splat(y); var v2 = SIMD.float32x4.splat(z); var m0 = SIMD.float32x4.load(transformation.m, 0); var m1 = SIMD.float32x4.load(transformation.m, 4); var m2 = SIMD.float32x4.load(transformation.m, 8); var m3 = SIMD.float32x4.load(transformation.m, 12); var r = SIMD.float32x4.add(SIMD.float32x4.add(SIMD.float32x4.mul(v0, m0), SIMD.float32x4.mul(v1, m1)), SIMD.float32x4.add(SIMD.float32x4.mul(v2, m2), m3)); r = SIMD.float32x4.div(r, SIMD.float32x4.swizzle(r, 3, 3, 3, 3)); SIMD.float32x4.storeXYZ((result)._data, 0, r); } } export class SIMDMatrix { public multiplyToArraySIMD(other: Matrix, result: Matrix, offset = 0): void { var tm = (this).m; var om = other.m; var om0 = SIMD.float32x4.load(om, 0); var om1 = SIMD.float32x4.load(om, 4); var om2 = SIMD.float32x4.load(om, 8); var om3 = SIMD.float32x4.load(om, 12); var tm0 = SIMD.float32x4.load(tm, 0); SIMD.float32x4.store(result, offset + 0, SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 0, 0, 0, 0), om0), SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 1, 1, 1, 1), om1), SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 3, 3, 3, 3), om3))))); var tm1 = SIMD.float32x4.load(tm, 4); SIMD.float32x4.store(result, offset + 4, SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 0, 0, 0, 0), om0), SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 1, 1, 1, 1), om1), SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 3, 3, 3, 3), om3))))); var tm2 = SIMD.float32x4.load(tm, 8); SIMD.float32x4.store(result, offset + 8, SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 0, 0, 0, 0), om0), SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 1, 1, 1, 1), om1), SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 3, 3, 3, 3), om3))))); var tm3 = SIMD.float32x4.load(tm, 12); SIMD.float32x4.store(result, offset + 12, SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 0, 0, 0, 0), om0), SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 1, 1, 1, 1), om1), SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 3, 3, 3, 3), om3))))); } public invertToRefSIMD(other: Matrix): Matrix { var src = (this).m; var dest = other.m; var row0, row1, row2, row3; var tmp1; var minor0, minor1, minor2, minor3; var det; // Load the 4 rows var src0 = SIMD.float32x4.load(src, 0); var src1 = SIMD.float32x4.load(src, 4); var src2 = SIMD.float32x4.load(src, 8); var src3 = SIMD.float32x4.load(src, 12); // Transpose the source matrix. Sort of. Not a true transpose operation tmp1 = SIMD.float32x4.shuffle(src0, src1, 0, 1, 4, 5); row1 = SIMD.float32x4.shuffle(src2, src3, 0, 1, 4, 5); row0 = SIMD.float32x4.shuffle(tmp1, row1, 0, 2, 4, 6); row1 = SIMD.float32x4.shuffle(row1, tmp1, 1, 3, 5, 7); tmp1 = SIMD.float32x4.shuffle(src0, src1, 2, 3, 6, 7); row3 = SIMD.float32x4.shuffle(src2, src3, 2, 3, 6, 7); row2 = SIMD.float32x4.shuffle(tmp1, row3, 0, 2, 4, 6); row3 = SIMD.float32x4.shuffle(row3, tmp1, 1, 3, 5, 7); // This is a true transposition, but it will lead to an incorrect result //tmp1 = SIMD.float32x4.shuffle(src0, src1, 0, 1, 4, 5); //tmp2 = SIMD.float32x4.shuffle(src2, src3, 0, 1, 4, 5); //row0 = SIMD.float32x4.shuffle(tmp1, tmp2, 0, 2, 4, 6); //row1 = SIMD.float32x4.shuffle(tmp1, tmp2, 1, 3, 5, 7); //tmp1 = SIMD.float32x4.shuffle(src0, src1, 2, 3, 6, 7); //tmp2 = SIMD.float32x4.shuffle(src2, src3, 2, 3, 6, 7); //row2 = SIMD.float32x4.shuffle(tmp1, tmp2, 0, 2, 4, 6); //row3 = SIMD.float32x4.shuffle(tmp1, tmp2, 1, 3, 5, 7); // ---- tmp1 = SIMD.float32x4.mul(row2, row3); tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001 minor0 = SIMD.float32x4.mul(row1, tmp1); minor1 = SIMD.float32x4.mul(row0, tmp1); tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110 minor0 = SIMD.float32x4.sub(SIMD.float32x4.mul(row1, tmp1), minor0); minor1 = SIMD.float32x4.sub(SIMD.float32x4.mul(row0, tmp1), minor1); minor1 = SIMD.float32x4.swizzle(minor1, 2, 3, 0, 1); // 0x4E = 01001110 // ---- tmp1 = SIMD.float32x4.mul(row1, row2); tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001 minor0 = SIMD.float32x4.add(SIMD.float32x4.mul(row3, tmp1), minor0); minor3 = SIMD.float32x4.mul(row0, tmp1); tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110 minor0 = SIMD.float32x4.sub(minor0, SIMD.float32x4.mul(row3, tmp1)); minor3 = SIMD.float32x4.sub(SIMD.float32x4.mul(row0, tmp1), minor3); minor3 = SIMD.float32x4.swizzle(minor3, 2, 3, 0, 1); // 0x4E = 01001110 // ---- tmp1 = SIMD.float32x4.mul(SIMD.float32x4.swizzle(row1, 2, 3, 0, 1), row3); // 0x4E = 01001110 tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001 row2 = SIMD.float32x4.swizzle(row2, 2, 3, 0, 1); // 0x4E = 01001110 minor0 = SIMD.float32x4.add(SIMD.float32x4.mul(row2, tmp1), minor0); minor2 = SIMD.float32x4.mul(row0, tmp1); tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110 minor0 = SIMD.float32x4.sub(minor0, SIMD.float32x4.mul(row2, tmp1)); minor2 = SIMD.float32x4.sub(SIMD.float32x4.mul(row0, tmp1), minor2); minor2 = SIMD.float32x4.swizzle(minor2, 2, 3, 0, 1); // 0x4E = 01001110 // ---- tmp1 = SIMD.float32x4.mul(row0, row1); tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001 minor2 = SIMD.float32x4.add(SIMD.float32x4.mul(row3, tmp1), minor2); minor3 = SIMD.float32x4.sub(SIMD.float32x4.mul(row2, tmp1), minor3); tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110 minor2 = SIMD.float32x4.sub(SIMD.float32x4.mul(row3, tmp1), minor2); minor3 = SIMD.float32x4.sub(minor3, SIMD.float32x4.mul(row2, tmp1)); // ---- tmp1 = SIMD.float32x4.mul(row0, row3); tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001 minor1 = SIMD.float32x4.sub(minor1, SIMD.float32x4.mul(row2, tmp1)); minor2 = SIMD.float32x4.add(SIMD.float32x4.mul(row1, tmp1), minor2); tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110 minor1 = SIMD.float32x4.add(SIMD.float32x4.mul(row2, tmp1), minor1); minor2 = SIMD.float32x4.sub(minor2, SIMD.float32x4.mul(row1, tmp1)); // ---- tmp1 = SIMD.float32x4.mul(row0, row2); tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001 minor1 = SIMD.float32x4.add(SIMD.float32x4.mul(row3, tmp1), minor1); minor3 = SIMD.float32x4.sub(minor3, SIMD.float32x4.mul(row1, tmp1)); tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110 minor1 = SIMD.float32x4.sub(minor1, SIMD.float32x4.mul(row3, tmp1)); minor3 = SIMD.float32x4.add(SIMD.float32x4.mul(row1, tmp1), minor3); // Compute determinant det = SIMD.float32x4.mul(row0, minor0); det = SIMD.float32x4.add(SIMD.float32x4.swizzle(det, 2, 3, 0, 1), det); // 0x4E = 01001110 det = SIMD.float32x4.add(SIMD.float32x4.swizzle(det, 1, 0, 3, 2), det); // 0xB1 = 10110001 tmp1 = SIMD.float32x4.reciprocalApproximation(det); det = SIMD.float32x4.sub(SIMD.float32x4.add(tmp1, tmp1), SIMD.float32x4.mul(det, SIMD.float32x4.mul(tmp1, tmp1))); det = SIMD.float32x4.swizzle(det, 0, 0, 0, 0); // These shuffles aren't necessary if the faulty transposition is done // up at the top of this function. //minor0 = SIMD.float32x4.swizzle(minor0, 2, 1, 0, 3); //minor1 = SIMD.float32x4.swizzle(minor1, 2, 1, 0, 3); //minor2 = SIMD.float32x4.swizzle(minor2, 2, 1, 0, 3); //minor3 = SIMD.float32x4.swizzle(minor3, 2, 1, 0, 3); // Compute final values by multiplying with 1/det minor0 = SIMD.float32x4.mul(det, minor0); minor1 = SIMD.float32x4.mul(det, minor1); minor2 = SIMD.float32x4.mul(det, minor2); minor3 = SIMD.float32x4.mul(det, minor3); SIMD.float32x4.store(dest, 0, minor0); SIMD.float32x4.store(dest, 4, minor1); SIMD.float32x4.store(dest, 8, minor2); SIMD.float32x4.store(dest, 12, minor3); return (this); } public static LookAtLHToRefSIMD(eyeRef: Vector3, targetRef: Vector3, upRef: Vector3, result: Matrix): void { var out = result.m; var center = SIMD.float32x4(targetRef.x, targetRef.y, targetRef.z, 0); var eye = SIMD.float32x4(eyeRef.x, eyeRef.y, eyeRef.z, 0); var up = SIMD.float32x4(upRef.x, upRef.y, upRef.z, 0); // cc.kmVec3Subtract(f, pCenter, pEye); var f = SIMD.float32x4.sub(center, eye); // cc.kmVec3Normalize(f, f); var tmp = SIMD.float32x4.mul(f, f); tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3))); f = SIMD.float32x4.mul(f, SIMD.float32x4.reciprocalSqrtApproximation(tmp)); // cc.kmVec3Assign(up, pUp); // cc.kmVec3Normalize(up, up); tmp = SIMD.float32x4.mul(up, up); tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3))); up = SIMD.float32x4.mul(up, SIMD.float32x4.reciprocalSqrtApproximation(tmp)); // cc.kmVec3Cross(s, f, up); var s = SIMD.float32x4.sub(SIMD.float32x4.mul(SIMD.float32x4.swizzle(f, 1, 2, 0, 3), SIMD.float32x4.swizzle(up, 2, 0, 1, 3)), SIMD.float32x4.mul(SIMD.float32x4.swizzle(f, 2, 0, 1, 3), SIMD.float32x4.swizzle(up, 1, 2, 0, 3))); // cc.kmVec3Normalize(s, s); tmp = SIMD.float32x4.mul(s, s); tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3))); s = SIMD.float32x4.mul(s, SIMD.float32x4.reciprocalSqrtApproximation(tmp)); // cc.kmVec3Cross(u, s, f); var u = SIMD.float32x4.sub(SIMD.float32x4.mul(SIMD.float32x4.swizzle(s, 1, 2, 0, 3), SIMD.float32x4.swizzle(f, 2, 0, 1, 3)), SIMD.float32x4.mul(SIMD.float32x4.swizzle(s, 2, 0, 1, 3), SIMD.float32x4.swizzle(f, 1, 2, 0, 3))); // cc.kmVec3Normalize(s, s); tmp = SIMD.float32x4.mul(s, s); tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3))); s = SIMD.float32x4.mul(s, SIMD.float32x4.reciprocalSqrtApproximation(tmp)); var zero = SIMD.float32x4.splat(0.0); s = SIMD.float32x4.neg(s); var tmp01 = SIMD.float32x4.shuffle(s, u, 0, 1, 4, 5); var tmp23 = SIMD.float32x4.shuffle(f, zero, 0, 1, 4, 5); var a0 = SIMD.float32x4.shuffle(tmp01, tmp23, 0, 2, 4, 6); var a1 = SIMD.float32x4.shuffle(tmp01, tmp23, 1, 3, 5, 7); tmp01 = SIMD.float32x4.shuffle(s, u, 2, 3, 6, 7); tmp23 = SIMD.float32x4.shuffle(f, zero, 2, 3, 6, 7); var a2 = SIMD.float32x4.shuffle(tmp01, tmp23, 0, 2, 4, 6); var a3 = SIMD.float32x4(0.0, 0.0, 0.0, 1.0); var b0 = SIMD.float32x4(1.0, 0.0, 0.0, 0.0); var b1 = SIMD.float32x4(0.0, 1.0, 0.0, 0.0); var b2 = SIMD.float32x4(0.0, 0.0, 1.0, 0.0); var b3 = SIMD.float32x4.neg(eye); b3 = SIMD.float32x4.withW(b3, 1.0); SIMD.float32x4.store(out, 0, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 3, 3, 3, 3), a3))))); SIMD.float32x4.store(out, 4, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 3, 3, 3, 3), a3))))); SIMD.float32x4.store(out, 8, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 3, 3, 3, 3), a3))))); SIMD.float32x4.store(out, 12, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 3, 3, 3, 3), a3))))); } } var previousMultiplyToArray = Matrix.prototype.multiplyToArray; var previousInvertToRef = Matrix.prototype.invertToRef; var previousLookAtLHToRef = Matrix.LookAtLHToRef; var previousTransformCoordinatesToRef = Vector3.TransformCoordinatesToRef; var previousTransformCoordinatesFromFloatsToRef = Vector3.TransformCoordinatesFromFloatsToRef; export class SIMDHelper { private static _isEnabled = false; public static get IsEnabled(): boolean { return SIMDHelper._isEnabled; } public static DisableSIMD(): void { // Replace functions Matrix.prototype.multiplyToArray = previousMultiplyToArray; Matrix.prototype.invertToRef = previousInvertToRef; Matrix.LookAtLHToRef = previousLookAtLHToRef; Vector3.TransformCoordinatesToRef = previousTransformCoordinatesToRef; Vector3.TransformCoordinatesFromFloatsToRef = previousTransformCoordinatesFromFloatsToRef; SIMDHelper._isEnabled = false; } public static EnableSIMD(): void { if (window.SIMD === undefined) { return; } // Replace functions Matrix.prototype.multiplyToArray = SIMDMatrix.prototype.multiplyToArraySIMD; Matrix.prototype.invertToRef = SIMDMatrix.prototype.invertToRefSIMD; Matrix.LookAtLHToRef = SIMDMatrix.LookAtLHToRefSIMD; Vector3.TransformCoordinatesToRef = SIMDVector3.TransformCoordinatesToRefSIMD; Vector3.TransformCoordinatesFromFloatsToRef = SIMDVector3.TransformCoordinatesFromFloatsToRefSIMD; Object.defineProperty(Vector3.prototype, "x", { get() { return this._data[0]; }, set(value: number) { if (!this._data) { this._data = new Float32Array(3); } this._data[0] = value; } }); Object.defineProperty(Vector3.prototype, "y", { get() { return this._data[1]; }, set(value: number) { this._data[1] = value; } }); Object.defineProperty(Vector3.prototype, "z", { get() { return this._data[2]; }, set(value: number) { this._data[2] = value; } }); SIMDHelper._isEnabled = true; } } }