1671 lines
		
	
	
		
			68 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			1671 lines
		
	
	
		
			68 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
|  | /*
 | ||
|  |  Copyright (c) 2011 Apple Inc. | ||
|  |  http://continuousphysics.com/Bullet/
 | ||
|  |   | ||
|  |  This software is provided 'as-is', without any express or implied warranty. | ||
|  |  In no event will the authors be held liable for any damages arising from the use of this software. | ||
|  |  Permission is granted to anyone to use this software for any purpose,  | ||
|  |  including commercial applications, and to alter it and redistribute it freely,  | ||
|  |  subject to the following restrictions: | ||
|  |   | ||
|  |  1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. | ||
|  |  2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. | ||
|  |  3. This notice may not be removed or altered from any source distribution. | ||
|  |   | ||
|  |  This source version has been altered. | ||
|  |  */ | ||
|  | 
 | ||
|  | #if defined (_WIN32) || defined (__i386__)
 | ||
|  | #define BT_USE_SSE_IN_API
 | ||
|  | #endif
 | ||
|  | 
 | ||
|  | 
 | ||
|  | #include "btVector3.h"
 | ||
|  | 
 | ||
|  | 
 | ||
|  | 
 | ||
|  | #if defined BT_USE_SIMD_VECTOR3
 | ||
|  | 
 | ||
|  | #if DEBUG
 | ||
|  | #include <string.h>//for memset
 | ||
|  | #endif
 | ||
|  | 
 | ||
|  | 
 | ||
|  | #ifdef __APPLE__
 | ||
|  | #include <stdint.h>
 | ||
|  | typedef  float float4 __attribute__ ((vector_size(16))); | ||
|  | #else
 | ||
|  | #define float4 __m128
 | ||
|  | #endif
 | ||
|  | //typedef  uint32_t uint4 __attribute__ ((vector_size(16)));
 | ||
|  | 
 | ||
|  | 
 | ||
|  | #if defined BT_USE_SSE || defined _WIN32
 | ||
|  | 
 | ||
|  | #define LOG2_ARRAY_SIZE     6
 | ||
|  | #define STACK_ARRAY_COUNT   (1UL << LOG2_ARRAY_SIZE)
 | ||
|  | 
 | ||
|  | #include <emmintrin.h>
 | ||
|  | 
 | ||
|  | long _maxdot_large( const float *vv, const float *vec, unsigned long count, float *dotResult ); | ||
|  | long _maxdot_large( const float *vv, const float *vec, unsigned long count, float *dotResult ) | ||
|  | { | ||
|  |     const float4 *vertices = (const float4*) vv; | ||
|  |     static const unsigned char indexTable[16] = {(unsigned char)-1, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0 }; | ||
|  |     float4 dotMax = btAssign128( -BT_INFINITY,  -BT_INFINITY,  -BT_INFINITY,  -BT_INFINITY ); | ||
|  |     float4 vvec = _mm_loadu_ps( vec ); | ||
|  |     float4 vHi = btCastiTo128f(_mm_shuffle_epi32( btCastfTo128i( vvec), 0xaa ));          /// zzzz
 | ||
|  |     float4 vLo = _mm_movelh_ps( vvec, vvec );                               /// xyxy
 | ||
|  |      | ||
|  |     long maxIndex = -1L; | ||
|  |      | ||
|  |     size_t segment = 0; | ||
|  |     float4 stack_array[ STACK_ARRAY_COUNT ]; | ||
|  |      | ||
|  | #if DEBUG
 | ||
|  |     //memset( stack_array, -1, STACK_ARRAY_COUNT * sizeof(stack_array[0]) );
 | ||
|  | #endif
 | ||
|  |      | ||
|  |     size_t index; | ||
|  |     float4 max; | ||
|  |     // Faster loop without cleanup code for full tiles
 | ||
|  |     for ( segment = 0; segment + STACK_ARRAY_COUNT*4 <= count; segment += STACK_ARRAY_COUNT*4 )  | ||
|  |     { | ||
|  |         max = dotMax; | ||
|  |          | ||
|  |         for( index = 0; index < STACK_ARRAY_COUNT; index+= 4 )    | ||
|  |         { // do four dot products at a time. Carefully avoid touching the w element.
 | ||
|  |             float4 v0 = vertices[0]; | ||
|  |             float4 v1 = vertices[1]; | ||
|  |             float4 v2 = vertices[2]; | ||
|  |             float4 v3 = vertices[3];            vertices += 4; | ||
|  |              | ||
|  |             float4 lo0 = _mm_movelh_ps( v0, v1);    // x0y0x1y1
 | ||
|  |             float4 hi0 = _mm_movehl_ps( v1, v0);    // z0?0z1?1
 | ||
|  |             float4 lo1 = _mm_movelh_ps( v2, v3);    // x2y2x3y3
 | ||
|  |             float4 hi1 = _mm_movehl_ps( v3, v2);    // z2?2z3?3
 | ||
|  |              | ||
|  |             lo0 = lo0*vLo; | ||
|  |             lo1 = lo1*vLo; | ||
|  |             float4 z = _mm_shuffle_ps(hi0, hi1, 0x88); | ||
|  |             float4 x = _mm_shuffle_ps(lo0, lo1, 0x88); | ||
|  |             float4 y = _mm_shuffle_ps(lo0, lo1, 0xdd); | ||
|  |             z = z*vHi; | ||
|  |             x = x+y; | ||
|  |             x = x+z; | ||
|  |             stack_array[index] = x; | ||
|  |             max = _mm_max_ps( x, max );         // control the order here so that max is never NaN even if x is nan
 | ||
|  |              | ||
|  |             v0 = vertices[0]; | ||
|  |             v1 = vertices[1]; | ||
|  |             v2 = vertices[2]; | ||
|  |             v3 = vertices[3];            vertices += 4; | ||
|  |              | ||
|  |             lo0 = _mm_movelh_ps( v0, v1);    // x0y0x1y1
 | ||
|  |             hi0 = _mm_movehl_ps( v1, v0);    // z0?0z1?1
 | ||
|  |             lo1 = _mm_movelh_ps( v2, v3);    // x2y2x3y3
 | ||
|  |             hi1 = _mm_movehl_ps( v3, v2);    // z2?2z3?3
 | ||
|  |              | ||
|  |             lo0 = lo0*vLo; | ||
|  |             lo1 = lo1*vLo; | ||
|  |             z = _mm_shuffle_ps(hi0, hi1, 0x88); | ||
|  |             x = _mm_shuffle_ps(lo0, lo1, 0x88); | ||
|  |             y = _mm_shuffle_ps(lo0, lo1, 0xdd); | ||
|  |             z = z*vHi; | ||
|  |             x = x+y; | ||
|  |             x = x+z; | ||
|  |             stack_array[index+1] = x; | ||
|  |             max = _mm_max_ps( x, max );         // control the order here so that max is never NaN even if x is nan
 | ||
|  |              | ||
|  |             v0 = vertices[0]; | ||
|  |             v1 = vertices[1]; | ||
|  |             v2 = vertices[2]; | ||
|  |             v3 = vertices[3];            vertices += 4; | ||
|  |              | ||
|  |             lo0 = _mm_movelh_ps( v0, v1);    // x0y0x1y1
 | ||
|  |             hi0 = _mm_movehl_ps( v1, v0);    // z0?0z1?1
 | ||
|  |             lo1 = _mm_movelh_ps( v2, v3);    // x2y2x3y3
 | ||
|  |             hi1 = _mm_movehl_ps( v3, v2);    // z2?2z3?3
 | ||
|  |              | ||
|  |             lo0 = lo0*vLo; | ||
|  |             lo1 = lo1*vLo; | ||
|  |             z = _mm_shuffle_ps(hi0, hi1, 0x88); | ||
|  |             x = _mm_shuffle_ps(lo0, lo1, 0x88); | ||
|  |             y = _mm_shuffle_ps(lo0, lo1, 0xdd); | ||
|  |             z = z*vHi; | ||
|  |             x = x+y; | ||
|  |             x = x+z; | ||
|  |             stack_array[index+2] = x; | ||
|  |             max = _mm_max_ps( x, max );         // control the order here so that max is never NaN even if x is nan
 | ||
|  |              | ||
|  |             v0 = vertices[0]; | ||
|  |             v1 = vertices[1]; | ||
|  |             v2 = vertices[2]; | ||
|  |             v3 = vertices[3];            vertices += 4; | ||
|  |              | ||
|  |             lo0 = _mm_movelh_ps( v0, v1);    // x0y0x1y1
 | ||
|  |             hi0 = _mm_movehl_ps( v1, v0);    // z0?0z1?1
 | ||
|  |             lo1 = _mm_movelh_ps( v2, v3);    // x2y2x3y3
 | ||
|  |             hi1 = _mm_movehl_ps( v3, v2);    // z2?2z3?3
 | ||
|  |              | ||
|  |             lo0 = lo0*vLo; | ||
|  |             lo1 = lo1*vLo; | ||
|  |             z = _mm_shuffle_ps(hi0, hi1, 0x88); | ||
|  |             x = _mm_shuffle_ps(lo0, lo1, 0x88); | ||
|  |             y = _mm_shuffle_ps(lo0, lo1, 0xdd); | ||
|  |             z = z*vHi; | ||
|  |             x = x+y; | ||
|  |             x = x+z; | ||
|  |             stack_array[index+3] = x; | ||
|  |             max = _mm_max_ps( x, max );         // control the order here so that max is never NaN even if x is nan
 | ||
|  |              | ||
|  |             // It is too costly to keep the index of the max here. We will look for it again later.  We save a lot of work this way.
 | ||
|  |         } | ||
|  |          | ||
|  |         // If we found a new max
 | ||
|  |         if( 0xf != _mm_movemask_ps( (float4) _mm_cmpeq_ps(max, dotMax))) | ||
|  |         {  | ||
|  |             // copy the new max across all lanes of our max accumulator
 | ||
|  |             max = _mm_max_ps(max, (float4) _mm_shuffle_ps( max, max, 0x4e)); | ||
|  |             max = _mm_max_ps(max, (float4) _mm_shuffle_ps( max, max, 0xb1)); | ||
|  |              | ||
|  |             dotMax = max; | ||
|  |              | ||
|  |             // find first occurrence of that max  
 | ||
|  |             size_t test; | ||
|  |             for( index = 0; 0 == (test=_mm_movemask_ps( _mm_cmpeq_ps( stack_array[index], max))); index++ )   // local_count must be a multiple of 4
 | ||
|  |             {} | ||
|  |             // record where it is.
 | ||
|  |             maxIndex = 4*index + segment + indexTable[test]; | ||
|  |         } | ||
|  |     } | ||
|  |      | ||
|  |     // account for work we've already done
 | ||
|  |     count -= segment; | ||
|  |      | ||
|  |     // Deal with the last < STACK_ARRAY_COUNT vectors
 | ||
|  |     max = dotMax; | ||
|  |     index = 0; | ||
|  |      | ||
|  |      | ||
|  |     if( btUnlikely( count > 16) ) | ||
|  |     { | ||
|  |         for( ; index + 4 <= count / 4; index+=4 )    | ||
|  |         { // do four dot products at a time. Carefully avoid touching the w element.
 | ||
|  |             float4 v0 = vertices[0]; | ||
|  |             float4 v1 = vertices[1]; | ||
|  |             float4 v2 = vertices[2]; | ||
|  |             float4 v3 = vertices[3];            vertices += 4; | ||
|  |              | ||
|  |             float4 lo0 = _mm_movelh_ps( v0, v1);    // x0y0x1y1
 | ||
|  |             float4 hi0 = _mm_movehl_ps( v1, v0);    // z0?0z1?1
 | ||
|  |             float4 lo1 = _mm_movelh_ps( v2, v3);    // x2y2x3y3
 | ||
|  |             float4 hi1 = _mm_movehl_ps( v3, v2);    // z2?2z3?3
 | ||
|  |              | ||
|  |             lo0 = lo0*vLo; | ||
|  |             lo1 = lo1*vLo; | ||
|  |             float4 z = _mm_shuffle_ps(hi0, hi1, 0x88); | ||
|  |             float4 x = _mm_shuffle_ps(lo0, lo1, 0x88); | ||
|  |             float4 y = _mm_shuffle_ps(lo0, lo1, 0xdd); | ||
|  |             z = z*vHi; | ||
|  |             x = x+y; | ||
|  |             x = x+z; | ||
|  |             stack_array[index] = x; | ||
|  |             max = _mm_max_ps( x, max );         // control the order here so that max is never NaN even if x is nan
 | ||
|  |              | ||
|  |             v0 = vertices[0]; | ||
|  |             v1 = vertices[1]; | ||
|  |             v2 = vertices[2]; | ||
|  |             v3 = vertices[3];            vertices += 4; | ||
|  |              | ||
|  |             lo0 = _mm_movelh_ps( v0, v1);    // x0y0x1y1
 | ||
|  |             hi0 = _mm_movehl_ps( v1, v0);    // z0?0z1?1
 | ||
|  |             lo1 = _mm_movelh_ps( v2, v3);    // x2y2x3y3
 | ||
|  |             hi1 = _mm_movehl_ps( v3, v2);    // z2?2z3?3
 | ||
|  |              | ||
|  |             lo0 = lo0*vLo; | ||
|  |             lo1 = lo1*vLo; | ||
|  |             z = _mm_shuffle_ps(hi0, hi1, 0x88); | ||
|  |             x = _mm_shuffle_ps(lo0, lo1, 0x88); | ||
|  |             y = _mm_shuffle_ps(lo0, lo1, 0xdd); | ||
|  |             z = z*vHi; | ||
|  |             x = x+y; | ||
|  |             x = x+z; | ||
|  |             stack_array[index+1] = x; | ||
|  |             max = _mm_max_ps( x, max );         // control the order here so that max is never NaN even if x is nan
 | ||
|  |              | ||
|  |             v0 = vertices[0]; | ||
|  |             v1 = vertices[1]; | ||
|  |             v2 = vertices[2]; | ||
|  |             v3 = vertices[3];            vertices += 4; | ||
|  |              | ||
|  |             lo0 = _mm_movelh_ps( v0, v1);    // x0y0x1y1
 | ||
|  |             hi0 = _mm_movehl_ps( v1, v0);    // z0?0z1?1
 | ||
|  |             lo1 = _mm_movelh_ps( v2, v3);    // x2y2x3y3
 | ||
|  |             hi1 = _mm_movehl_ps( v3, v2);    // z2?2z3?3
 | ||
|  |              | ||
|  |             lo0 = lo0*vLo; | ||
|  |             lo1 = lo1*vLo; | ||
|  |             z = _mm_shuffle_ps(hi0, hi1, 0x88); | ||
|  |             x = _mm_shuffle_ps(lo0, lo1, 0x88); | ||
|  |             y = _mm_shuffle_ps(lo0, lo1, 0xdd); | ||
|  |             z = z*vHi; | ||
|  |             x = x+y; | ||
|  |             x = x+z; | ||
|  |             stack_array[index+2] = x; | ||
|  |             max = _mm_max_ps( x, max );         // control the order here so that max is never NaN even if x is nan
 | ||
|  |              | ||
|  |             v0 = vertices[0]; | ||
|  |             v1 = vertices[1]; | ||
|  |             v2 = vertices[2]; | ||
|  |             v3 = vertices[3];            vertices += 4; | ||
|  |              | ||
|  |             lo0 = _mm_movelh_ps( v0, v1);    // x0y0x1y1
 | ||
|  |             hi0 = _mm_movehl_ps( v1, v0);    // z0?0z1?1
 | ||
|  |             lo1 = _mm_movelh_ps( v2, v3);    // x2y2x3y3
 | ||
|  |             hi1 = _mm_movehl_ps( v3, v2);    // z2?2z3?3
 | ||
|  |              | ||
|  |             lo0 = lo0*vLo; | ||
|  |             lo1 = lo1*vLo; | ||
|  |             z = _mm_shuffle_ps(hi0, hi1, 0x88); | ||
|  |             x = _mm_shuffle_ps(lo0, lo1, 0x88); | ||
|  |             y = _mm_shuffle_ps(lo0, lo1, 0xdd); | ||
|  |             z = z*vHi; | ||
|  |             x = x+y; | ||
|  |             x = x+z; | ||
|  |             stack_array[index+3] = x; | ||
|  |             max = _mm_max_ps( x, max );         // control the order here so that max is never NaN even if x is nan
 | ||
|  |              | ||
|  |             // It is too costly to keep the index of the max here. We will look for it again later.  We save a lot of work this way.
 | ||
|  |         } | ||
|  |     } | ||
|  |      | ||
|  |     size_t localCount = (count & -4L) - 4*index; | ||
|  |     if( localCount ) | ||
|  |     { | ||
|  | #ifdef __APPLE__
 | ||
|  |         float4 t0, t1, t2, t3, t4; | ||
|  |         float4 * sap = &stack_array[index + localCount / 4]; | ||
|  |           vertices += localCount;      // counter the offset
 | ||
|  |          size_t byteIndex = -(localCount) * sizeof(float); | ||
|  |         //AT&T Code style assembly
 | ||
|  |         asm volatile | ||
|  |         (   ".align 4                                                                   \n\
 | ||
|  |              0: movaps  %[max], %[t2]                            // move max out of the way to avoid propagating NaNs in max \n\ | ||
|  |           movaps  (%[vertices], %[byteIndex], 4),    %[t0]    // vertices[0]      \n\ | ||
|  |           movaps  16(%[vertices], %[byteIndex], 4),  %[t1]    // vertices[1]      \n\ | ||
|  |           movaps  %[t0], %[max]                               // vertices[0]      \n\ | ||
|  |           movlhps %[t1], %[max]                               // x0y0x1y1         \n\ | ||
|  |          movaps  32(%[vertices], %[byteIndex], 4),  %[t3]    // vertices[2]      \n\ | ||
|  |          movaps  48(%[vertices], %[byteIndex], 4),  %[t4]    // vertices[3]      \n\ | ||
|  |           mulps   %[vLo], %[max]                              // x0y0x1y1 * vLo   \n\ | ||
|  |          movhlps %[t0], %[t1]                                // z0w0z1w1         \n\ | ||
|  |          movaps  %[t3], %[t0]                                // vertices[2]      \n\ | ||
|  |          movlhps %[t4], %[t0]                                // x2y2x3y3         \n\ | ||
|  |          mulps   %[vLo], %[t0]                               // x2y2x3y3 * vLo   \n\ | ||
|  |           movhlps %[t3], %[t4]                                // z2w2z3w3         \n\ | ||
|  |           shufps  $0x88, %[t4], %[t1]                         // z0z1z2z3         \n\ | ||
|  |           mulps   %[vHi], %[t1]                               // z0z1z2z3 * vHi   \n\ | ||
|  |          movaps  %[max], %[t3]                               // x0y0x1y1 * vLo   \n\ | ||
|  |          shufps  $0x88, %[t0], %[max]                        // x0x1x2x3 * vLo.x \n\ | ||
|  |          shufps  $0xdd, %[t0], %[t3]                         // y0y1y2y3 * vLo.y \n\ | ||
|  |          addps   %[t3], %[max]                               // x + y            \n\ | ||
|  |          addps   %[t1], %[max]                               // x + y + z        \n\ | ||
|  |          movaps  %[max], (%[sap], %[byteIndex])              // record result for later scrutiny \n\ | ||
|  |          maxps   %[t2], %[max]                               // record max, restore max   \n\ | ||
|  |          add     $16, %[byteIndex]                           // advance loop counter\n\ | ||
|  |          jnz     0b                                          \n\ | ||
|  |      " | ||
|  |          : [max] "+x" (max), [t0] "=&x" (t0), [t1] "=&x" (t1), [t2] "=&x" (t2), [t3] "=&x" (t3), [t4] "=&x" (t4), [byteIndex] "+r" (byteIndex) | ||
|  |          : [vLo] "x" (vLo), [vHi] "x" (vHi), [vertices] "r" (vertices), [sap] "r" (sap) | ||
|  |          : "memory", "cc" | ||
|  |          ); | ||
|  |         index += localCount/4; | ||
|  | #else
 | ||
|  |         { | ||
|  |             for( unsigned int i=0; i<localCount/4; i++,index++)    | ||
|  |             { // do four dot products at a time. Carefully avoid touching the w element.
 | ||
|  |                 float4 v0 = vertices[0]; | ||
|  |                 float4 v1 = vertices[1]; | ||
|  |                 float4 v2 = vertices[2]; | ||
|  |                 float4 v3 = vertices[3];             | ||
|  |                 vertices += 4; | ||
|  |                  | ||
|  |                 float4 lo0 = _mm_movelh_ps( v0, v1);    // x0y0x1y1
 | ||
|  |                 float4 hi0 = _mm_movehl_ps( v1, v0);    // z0?0z1?1
 | ||
|  |                 float4 lo1 = _mm_movelh_ps( v2, v3);    // x2y2x3y3
 | ||
|  |                 float4 hi1 = _mm_movehl_ps( v3, v2);    // z2?2z3?3
 | ||
|  |                  | ||
|  |                 lo0 = lo0*vLo; | ||
|  |                 lo1 = lo1*vLo; | ||
|  |                 float4 z = _mm_shuffle_ps(hi0, hi1, 0x88); | ||
|  |                 float4 x = _mm_shuffle_ps(lo0, lo1, 0x88); | ||
|  |                 float4 y = _mm_shuffle_ps(lo0, lo1, 0xdd); | ||
|  |                 z = z*vHi; | ||
|  |                 x = x+y; | ||
|  |                 x = x+z; | ||
|  |                 stack_array[index] = x; | ||
|  |                 max = _mm_max_ps( x, max );         // control the order here so that max is never NaN even if x is nan
 | ||
|  |             } | ||
|  |         } | ||
|  | #endif //__APPLE__
 | ||
|  |     } | ||
|  | 
 | ||
|  |     // process the last few points
 | ||
|  |     if( count & 3 ) | ||
|  |     { | ||
|  |         float4 v0, v1, v2, x, y, z; | ||
|  |         switch( count & 3 ) | ||
|  |         { | ||
|  |             case 3: | ||
|  |             { | ||
|  |                 v0 = vertices[0]; | ||
|  |                 v1 = vertices[1]; | ||
|  |                 v2 = vertices[2]; | ||
|  |                  | ||
|  |                 // Calculate 3 dot products, transpose, duplicate v2
 | ||
|  |                 float4 lo0 = _mm_movelh_ps( v0, v1);        // xyxy.lo
 | ||
|  |                 float4 hi0 = _mm_movehl_ps( v1, v0);        // z?z?.lo
 | ||
|  |                 lo0 = lo0*vLo; | ||
|  |                 z = _mm_shuffle_ps(hi0, v2,  0xa8 );           // z0z1z2z2
 | ||
|  |                 z = z*vHi; | ||
|  |                 float4 lo1 = _mm_movelh_ps(v2, v2);          // xyxy
 | ||
|  |                 lo1 = lo1*vLo; | ||
|  |                 x = _mm_shuffle_ps(lo0, lo1, 0x88); | ||
|  |                 y = _mm_shuffle_ps(lo0, lo1, 0xdd); | ||
|  |             } | ||
|  |                 break; | ||
|  |             case 2: | ||
|  |             { | ||
|  |                 v0 = vertices[0]; | ||
|  |                 v1 = vertices[1]; | ||
|  |                 float4 xy = _mm_movelh_ps(v0, v1); | ||
|  |                 z = _mm_movehl_ps(v1, v0); | ||
|  |                 xy = xy*vLo; | ||
|  |                 z = _mm_shuffle_ps( z, z,  0xa8); | ||
|  |                 x = _mm_shuffle_ps( xy, xy, 0xa8); | ||
|  |                 y = _mm_shuffle_ps( xy, xy, 0xfd); | ||
|  |                 z = z*vHi; | ||
|  |             } | ||
|  |                 break; | ||
|  |             case 1: | ||
|  |             { | ||
|  |                 float4 xy = vertices[0]; | ||
|  |                 z =  _mm_shuffle_ps( xy, xy, 0xaa); | ||
|  |                 xy = xy*vLo; | ||
|  |                 z = z*vHi; | ||
|  |                 x = _mm_shuffle_ps(xy, xy, 0); | ||
|  |                 y = _mm_shuffle_ps(xy, xy, 0x55); | ||
|  |             } | ||
|  |                 break; | ||
|  |         } | ||
|  |         x = x+y; | ||
|  |         x = x+z; | ||
|  |         stack_array[index] = x; | ||
|  |         max = _mm_max_ps( x, max );         // control the order here so that max is never NaN even if x is nan
 | ||
|  |         index++; | ||
|  |     } | ||
|  |      | ||
|  |     // if we found a new max. 
 | ||
|  |     if( 0 == segment || 0xf != _mm_movemask_ps( (float4) _mm_cmpeq_ps(max, dotMax))) | ||
|  |     { // we found a new max. Search for it
 | ||
|  |       // find max across the max vector, place in all elements of max -- big latency hit here
 | ||
|  |         max = _mm_max_ps(max, (float4) _mm_shuffle_ps( max, max, 0x4e)); | ||
|  |         max = _mm_max_ps(max, (float4) _mm_shuffle_ps( max, max, 0xb1)); | ||
|  |          | ||
|  |         // It is slightly faster to do this part in scalar code when count < 8. However, the common case for
 | ||
|  |         // this where it actually makes a difference is handled in the early out at the top of the function, 
 | ||
|  |         // so it is less than a 1% difference here. I opted for improved code size, fewer branches and reduced 
 | ||
|  |         // complexity, and removed it.
 | ||
|  |          | ||
|  |         dotMax = max; | ||
|  |          | ||
|  |         // scan for the first occurence of max in the array  
 | ||
|  |         size_t test; | ||
|  |         for( index = 0; 0 == (test=_mm_movemask_ps( _mm_cmpeq_ps( stack_array[index], max))); index++ )   // local_count must be a multiple of 4
 | ||
|  |         {} | ||
|  |         maxIndex = 4*index + segment + indexTable[test]; | ||
|  |     } | ||
|  |      | ||
|  |     _mm_store_ss( dotResult, dotMax); | ||
|  |     return maxIndex; | ||
|  | } | ||
|  | 
 | ||
|  | long _mindot_large( const float *vv, const float *vec, unsigned long count, float *dotResult ); | ||
|  | 
 | ||
|  | long _mindot_large( const float *vv, const float *vec, unsigned long count, float *dotResult ) | ||
|  | { | ||
|  |     const float4 *vertices = (const float4*) vv; | ||
|  |     static const unsigned char indexTable[16] = {(unsigned char)-1, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0 }; | ||
|  |     float4 dotmin = btAssign128( BT_INFINITY,  BT_INFINITY,  BT_INFINITY,  BT_INFINITY ); | ||
|  |     float4 vvec = _mm_loadu_ps( vec ); | ||
|  |     float4 vHi = btCastiTo128f(_mm_shuffle_epi32( btCastfTo128i( vvec), 0xaa ));          /// zzzz
 | ||
|  |     float4 vLo = _mm_movelh_ps( vvec, vvec );                               /// xyxy
 | ||
|  |      | ||
|  |     long minIndex = -1L; | ||
|  | 
 | ||
|  |     size_t segment = 0; | ||
|  |     float4 stack_array[ STACK_ARRAY_COUNT ]; | ||
|  |      | ||
|  | #if DEBUG
 | ||
|  |     //memset( stack_array, -1, STACK_ARRAY_COUNT * sizeof(stack_array[0]) );
 | ||
|  | #endif
 | ||
|  |      | ||
|  |     size_t index; | ||
|  |     float4 min; | ||
|  |     // Faster loop without cleanup code for full tiles
 | ||
|  |     for ( segment = 0; segment + STACK_ARRAY_COUNT*4 <= count; segment += STACK_ARRAY_COUNT*4 )  | ||
|  |     { | ||
|  |         min = dotmin; | ||
|  |          | ||
|  |         for( index = 0; index < STACK_ARRAY_COUNT; index+= 4 )    | ||
|  |         { // do four dot products at a time. Carefully avoid touching the w element.
 | ||
|  |             float4 v0 = vertices[0]; | ||
|  |             float4 v1 = vertices[1]; | ||
|  |             float4 v2 = vertices[2]; | ||
|  |             float4 v3 = vertices[3];            vertices += 4; | ||
|  |              | ||
|  |             float4 lo0 = _mm_movelh_ps( v0, v1);    // x0y0x1y1
 | ||
|  |             float4 hi0 = _mm_movehl_ps( v1, v0);    // z0?0z1?1
 | ||
|  |             float4 lo1 = _mm_movelh_ps( v2, v3);    // x2y2x3y3
 | ||
|  |             float4 hi1 = _mm_movehl_ps( v3, v2);    // z2?2z3?3
 | ||
|  |              | ||
|  |             lo0 = lo0*vLo; | ||
|  |             lo1 = lo1*vLo; | ||
|  |             float4 z = _mm_shuffle_ps(hi0, hi1, 0x88); | ||
|  |             float4 x = _mm_shuffle_ps(lo0, lo1, 0x88); | ||
|  |             float4 y = _mm_shuffle_ps(lo0, lo1, 0xdd); | ||
|  |             z = z*vHi; | ||
|  |             x = x+y; | ||
|  |             x = x+z; | ||
|  |             stack_array[index] = x; | ||
|  |             min = _mm_min_ps( x, min );         // control the order here so that min is never NaN even if x is nan
 | ||
|  |              | ||
|  |             v0 = vertices[0]; | ||
|  |             v1 = vertices[1]; | ||
|  |             v2 = vertices[2]; | ||
|  |             v3 = vertices[3];            vertices += 4; | ||
|  |              | ||
|  |             lo0 = _mm_movelh_ps( v0, v1);    // x0y0x1y1
 | ||
|  |             hi0 = _mm_movehl_ps( v1, v0);    // z0?0z1?1
 | ||
|  |             lo1 = _mm_movelh_ps( v2, v3);    // x2y2x3y3
 | ||
|  |             hi1 = _mm_movehl_ps( v3, v2);    // z2?2z3?3
 | ||
|  |              | ||
|  |             lo0 = lo0*vLo; | ||
|  |             lo1 = lo1*vLo; | ||
|  |             z = _mm_shuffle_ps(hi0, hi1, 0x88); | ||
|  |             x = _mm_shuffle_ps(lo0, lo1, 0x88); | ||
|  |             y = _mm_shuffle_ps(lo0, lo1, 0xdd); | ||
|  |             z = z*vHi; | ||
|  |             x = x+y; | ||
|  |             x = x+z; | ||
|  |             stack_array[index+1] = x; | ||
|  |             min = _mm_min_ps( x, min );         // control the order here so that min is never NaN even if x is nan
 | ||
|  |              | ||
|  |             v0 = vertices[0]; | ||
|  |             v1 = vertices[1]; | ||
|  |             v2 = vertices[2]; | ||
|  |             v3 = vertices[3];            vertices += 4; | ||
|  |              | ||
|  |             lo0 = _mm_movelh_ps( v0, v1);    // x0y0x1y1
 | ||
|  |             hi0 = _mm_movehl_ps( v1, v0);    // z0?0z1?1
 | ||
|  |             lo1 = _mm_movelh_ps( v2, v3);    // x2y2x3y3
 | ||
|  |             hi1 = _mm_movehl_ps( v3, v2);    // z2?2z3?3
 | ||
|  |              | ||
|  |             lo0 = lo0*vLo; | ||
|  |             lo1 = lo1*vLo; | ||
|  |             z = _mm_shuffle_ps(hi0, hi1, 0x88); | ||
|  |             x = _mm_shuffle_ps(lo0, lo1, 0x88); | ||
|  |             y = _mm_shuffle_ps(lo0, lo1, 0xdd); | ||
|  |             z = z*vHi; | ||
|  |             x = x+y; | ||
|  |             x = x+z; | ||
|  |             stack_array[index+2] = x; | ||
|  |             min = _mm_min_ps( x, min );         // control the order here so that min is never NaN even if x is nan
 | ||
|  |              | ||
|  |             v0 = vertices[0]; | ||
|  |             v1 = vertices[1]; | ||
|  |             v2 = vertices[2]; | ||
|  |             v3 = vertices[3];            vertices += 4; | ||
|  |              | ||
|  |             lo0 = _mm_movelh_ps( v0, v1);    // x0y0x1y1
 | ||
|  |             hi0 = _mm_movehl_ps( v1, v0);    // z0?0z1?1
 | ||
|  |             lo1 = _mm_movelh_ps( v2, v3);    // x2y2x3y3
 | ||
|  |             hi1 = _mm_movehl_ps( v3, v2);    // z2?2z3?3
 | ||
|  |              | ||
|  |             lo0 = lo0*vLo; | ||
|  |             lo1 = lo1*vLo; | ||
|  |             z = _mm_shuffle_ps(hi0, hi1, 0x88); | ||
|  |             x = _mm_shuffle_ps(lo0, lo1, 0x88); | ||
|  |             y = _mm_shuffle_ps(lo0, lo1, 0xdd); | ||
|  |             z = z*vHi; | ||
|  |             x = x+y; | ||
|  |             x = x+z; | ||
|  |             stack_array[index+3] = x; | ||
|  |             min = _mm_min_ps( x, min );         // control the order here so that min is never NaN even if x is nan
 | ||
|  |              | ||
|  |             // It is too costly to keep the index of the min here. We will look for it again later.  We save a lot of work this way.
 | ||
|  |         } | ||
|  |          | ||
|  |         // If we found a new min
 | ||
|  |         if( 0xf != _mm_movemask_ps( (float4) _mm_cmpeq_ps(min, dotmin))) | ||
|  |         {  | ||
|  |             // copy the new min across all lanes of our min accumulator
 | ||
|  |             min = _mm_min_ps(min, (float4) _mm_shuffle_ps( min, min, 0x4e)); | ||
|  |             min = _mm_min_ps(min, (float4) _mm_shuffle_ps( min, min, 0xb1)); | ||
|  |              | ||
|  |             dotmin = min; | ||
|  |              | ||
|  |             // find first occurrence of that min  
 | ||
|  |             size_t test; | ||
|  |             for( index = 0; 0 == (test=_mm_movemask_ps( _mm_cmpeq_ps( stack_array[index], min))); index++ )   // local_count must be a multiple of 4
 | ||
|  |             {} | ||
|  |             // record where it is.
 | ||
|  |             minIndex = 4*index + segment + indexTable[test]; | ||
|  |         } | ||
|  |     } | ||
|  |      | ||
|  |     // account for work we've already done
 | ||
|  |     count -= segment; | ||
|  |      | ||
|  |     // Deal with the last < STACK_ARRAY_COUNT vectors
 | ||
|  |     min = dotmin; | ||
|  |     index = 0; | ||
|  |      | ||
|  |      | ||
|  |     if(btUnlikely( count > 16) ) | ||
|  |     { | ||
|  |         for( ; index + 4 <= count / 4; index+=4 )    | ||
|  |         { // do four dot products at a time. Carefully avoid touching the w element.
 | ||
|  |             float4 v0 = vertices[0]; | ||
|  |             float4 v1 = vertices[1]; | ||
|  |             float4 v2 = vertices[2]; | ||
|  |             float4 v3 = vertices[3];            vertices += 4; | ||
|  |              | ||
|  |             float4 lo0 = _mm_movelh_ps( v0, v1);    // x0y0x1y1
 | ||
|  |             float4 hi0 = _mm_movehl_ps( v1, v0);    // z0?0z1?1
 | ||
|  |             float4 lo1 = _mm_movelh_ps( v2, v3);    // x2y2x3y3
 | ||
|  |             float4 hi1 = _mm_movehl_ps( v3, v2);    // z2?2z3?3
 | ||
|  |              | ||
|  |             lo0 = lo0*vLo; | ||
|  |             lo1 = lo1*vLo; | ||
|  |             float4 z = _mm_shuffle_ps(hi0, hi1, 0x88); | ||
|  |             float4 x = _mm_shuffle_ps(lo0, lo1, 0x88); | ||
|  |             float4 y = _mm_shuffle_ps(lo0, lo1, 0xdd); | ||
|  |             z = z*vHi; | ||
|  |             x = x+y; | ||
|  |             x = x+z; | ||
|  |             stack_array[index] = x; | ||
|  |             min = _mm_min_ps( x, min );         // control the order here so that min is never NaN even if x is nan
 | ||
|  |              | ||
|  |             v0 = vertices[0]; | ||
|  |             v1 = vertices[1]; | ||
|  |             v2 = vertices[2]; | ||
|  |             v3 = vertices[3];            vertices += 4; | ||
|  |              | ||
|  |             lo0 = _mm_movelh_ps( v0, v1);    // x0y0x1y1
 | ||
|  |             hi0 = _mm_movehl_ps( v1, v0);    // z0?0z1?1
 | ||
|  |             lo1 = _mm_movelh_ps( v2, v3);    // x2y2x3y3
 | ||
|  |             hi1 = _mm_movehl_ps( v3, v2);    // z2?2z3?3
 | ||
|  |              | ||
|  |             lo0 = lo0*vLo; | ||
|  |             lo1 = lo1*vLo; | ||
|  |             z = _mm_shuffle_ps(hi0, hi1, 0x88); | ||
|  |             x = _mm_shuffle_ps(lo0, lo1, 0x88); | ||
|  |             y = _mm_shuffle_ps(lo0, lo1, 0xdd); | ||
|  |             z = z*vHi; | ||
|  |             x = x+y; | ||
|  |             x = x+z; | ||
|  |             stack_array[index+1] = x; | ||
|  |             min = _mm_min_ps( x, min );         // control the order here so that min is never NaN even if x is nan
 | ||
|  |              | ||
|  |             v0 = vertices[0]; | ||
|  |             v1 = vertices[1]; | ||
|  |             v2 = vertices[2]; | ||
|  |             v3 = vertices[3];            vertices += 4; | ||
|  |              | ||
|  |             lo0 = _mm_movelh_ps( v0, v1);    // x0y0x1y1
 | ||
|  |             hi0 = _mm_movehl_ps( v1, v0);    // z0?0z1?1
 | ||
|  |             lo1 = _mm_movelh_ps( v2, v3);    // x2y2x3y3
 | ||
|  |             hi1 = _mm_movehl_ps( v3, v2);    // z2?2z3?3
 | ||
|  |              | ||
|  |             lo0 = lo0*vLo; | ||
|  |             lo1 = lo1*vLo; | ||
|  |             z = _mm_shuffle_ps(hi0, hi1, 0x88); | ||
|  |             x = _mm_shuffle_ps(lo0, lo1, 0x88); | ||
|  |             y = _mm_shuffle_ps(lo0, lo1, 0xdd); | ||
|  |             z = z*vHi; | ||
|  |             x = x+y; | ||
|  |             x = x+z; | ||
|  |             stack_array[index+2] = x; | ||
|  |             min = _mm_min_ps( x, min );         // control the order here so that min is never NaN even if x is nan
 | ||
|  |              | ||
|  |             v0 = vertices[0]; | ||
|  |             v1 = vertices[1]; | ||
|  |             v2 = vertices[2]; | ||
|  |             v3 = vertices[3];            vertices += 4; | ||
|  |              | ||
|  |             lo0 = _mm_movelh_ps( v0, v1);    // x0y0x1y1
 | ||
|  |             hi0 = _mm_movehl_ps( v1, v0);    // z0?0z1?1
 | ||
|  |             lo1 = _mm_movelh_ps( v2, v3);    // x2y2x3y3
 | ||
|  |             hi1 = _mm_movehl_ps( v3, v2);    // z2?2z3?3
 | ||
|  |              | ||
|  |             lo0 = lo0*vLo; | ||
|  |             lo1 = lo1*vLo; | ||
|  |             z = _mm_shuffle_ps(hi0, hi1, 0x88); | ||
|  |             x = _mm_shuffle_ps(lo0, lo1, 0x88); | ||
|  |             y = _mm_shuffle_ps(lo0, lo1, 0xdd); | ||
|  |             z = z*vHi; | ||
|  |             x = x+y; | ||
|  |             x = x+z; | ||
|  |             stack_array[index+3] = x; | ||
|  |             min = _mm_min_ps( x, min );         // control the order here so that min is never NaN even if x is nan
 | ||
|  |              | ||
|  |             // It is too costly to keep the index of the min here. We will look for it again later.  We save a lot of work this way.
 | ||
|  |         } | ||
|  |     } | ||
|  |      | ||
|  |     size_t localCount = (count & -4L) - 4*index; | ||
|  |     if( localCount ) | ||
|  |     { | ||
|  |          | ||
|  |          | ||
|  | #ifdef __APPLE__
 | ||
|  |         vertices += localCount;      // counter the offset
 | ||
|  |         float4 t0, t1, t2, t3, t4; | ||
|  |         size_t byteIndex = -(localCount) * sizeof(float); | ||
|  |         float4 * sap = &stack_array[index + localCount / 4]; | ||
|  |          | ||
|  |         asm volatile | ||
|  |         (   ".align 4                                                                   \n\
 | ||
|  |              0: movaps  %[min], %[t2]                            // move min out of the way to avoid propagating NaNs in min \n\ | ||
|  |              movaps  (%[vertices], %[byteIndex], 4),    %[t0]    // vertices[0]      \n\ | ||
|  |              movaps  16(%[vertices], %[byteIndex], 4),  %[t1]    // vertices[1]      \n\ | ||
|  |              movaps  %[t0], %[min]                               // vertices[0]      \n\ | ||
|  |              movlhps %[t1], %[min]                               // x0y0x1y1         \n\ | ||
|  |              movaps  32(%[vertices], %[byteIndex], 4),  %[t3]    // vertices[2]      \n\ | ||
|  |              movaps  48(%[vertices], %[byteIndex], 4),  %[t4]    // vertices[3]      \n\ | ||
|  |              mulps   %[vLo], %[min]                              // x0y0x1y1 * vLo   \n\ | ||
|  |              movhlps %[t0], %[t1]                                // z0w0z1w1         \n\ | ||
|  |              movaps  %[t3], %[t0]                                // vertices[2]      \n\ | ||
|  |              movlhps %[t4], %[t0]                                // x2y2x3y3         \n\ | ||
|  |              movhlps %[t3], %[t4]                                // z2w2z3w3         \n\ | ||
|  |              mulps   %[vLo], %[t0]                               // x2y2x3y3 * vLo   \n\ | ||
|  |              shufps  $0x88, %[t4], %[t1]                         // z0z1z2z3         \n\ | ||
|  |              mulps   %[vHi], %[t1]                               // z0z1z2z3 * vHi   \n\ | ||
|  |              movaps  %[min], %[t3]                               // x0y0x1y1 * vLo   \n\ | ||
|  |              shufps  $0x88, %[t0], %[min]                        // x0x1x2x3 * vLo.x \n\ | ||
|  |              shufps  $0xdd, %[t0], %[t3]                         // y0y1y2y3 * vLo.y \n\ | ||
|  |              addps   %[t3], %[min]                               // x + y            \n\ | ||
|  |              addps   %[t1], %[min]                               // x + y + z        \n\ | ||
|  |              movaps  %[min], (%[sap], %[byteIndex])              // record result for later scrutiny \n\ | ||
|  |              minps   %[t2], %[min]                               // record min, restore min   \n\ | ||
|  |              add     $16, %[byteIndex]                           // advance loop counter\n\ | ||
|  |              jnz     0b                                          \n\ | ||
|  |              " | ||
|  |          : [min] "+x" (min), [t0] "=&x" (t0), [t1] "=&x" (t1), [t2] "=&x" (t2), [t3] "=&x" (t3), [t4] "=&x" (t4), [byteIndex] "+r" (byteIndex) | ||
|  |          : [vLo] "x" (vLo), [vHi] "x" (vHi), [vertices] "r" (vertices), [sap] "r" (sap) | ||
|  |          : "memory", "cc" | ||
|  |          ); | ||
|  |         index += localCount/4; | ||
|  | #else
 | ||
|  |         { | ||
|  |             for( unsigned int i=0; i<localCount/4; i++,index++)    | ||
|  |             { // do four dot products at a time. Carefully avoid touching the w element.
 | ||
|  |                 float4 v0 = vertices[0]; | ||
|  |                 float4 v1 = vertices[1]; | ||
|  |                 float4 v2 = vertices[2]; | ||
|  |                 float4 v3 = vertices[3];             | ||
|  |                 vertices += 4; | ||
|  |                  | ||
|  |                 float4 lo0 = _mm_movelh_ps( v0, v1);    // x0y0x1y1
 | ||
|  |                 float4 hi0 = _mm_movehl_ps( v1, v0);    // z0?0z1?1
 | ||
|  |                 float4 lo1 = _mm_movelh_ps( v2, v3);    // x2y2x3y3
 | ||
|  |                 float4 hi1 = _mm_movehl_ps( v3, v2);    // z2?2z3?3
 | ||
|  |                  | ||
|  |                 lo0 = lo0*vLo; | ||
|  |                 lo1 = lo1*vLo; | ||
|  |                 float4 z = _mm_shuffle_ps(hi0, hi1, 0x88); | ||
|  |                 float4 x = _mm_shuffle_ps(lo0, lo1, 0x88); | ||
|  |                 float4 y = _mm_shuffle_ps(lo0, lo1, 0xdd); | ||
|  |                 z = z*vHi; | ||
|  |                 x = x+y; | ||
|  |                 x = x+z; | ||
|  |                 stack_array[index] = x; | ||
|  |                 min = _mm_min_ps( x, min );         // control the order here so that max is never NaN even if x is nan
 | ||
|  |             } | ||
|  |         } | ||
|  | 
 | ||
|  | #endif
 | ||
|  |     } | ||
|  |      | ||
|  |     // process the last few points
 | ||
|  |     if( count & 3 ) | ||
|  |     { | ||
|  |         float4 v0, v1, v2, x, y, z; | ||
|  |         switch( count & 3 ) | ||
|  |         { | ||
|  |             case 3: | ||
|  |             { | ||
|  |                 v0 = vertices[0]; | ||
|  |                 v1 = vertices[1]; | ||
|  |                 v2 = vertices[2]; | ||
|  |                  | ||
|  |                 // Calculate 3 dot products, transpose, duplicate v2
 | ||
|  |                 float4 lo0 = _mm_movelh_ps( v0, v1);        // xyxy.lo
 | ||
|  |                 float4 hi0 = _mm_movehl_ps( v1, v0);        // z?z?.lo
 | ||
|  |                 lo0 = lo0*vLo; | ||
|  |                 z = _mm_shuffle_ps(hi0, v2,  0xa8 );           // z0z1z2z2
 | ||
|  |                 z = z*vHi; | ||
|  |                 float4 lo1 = _mm_movelh_ps(v2, v2);          // xyxy
 | ||
|  |                 lo1 = lo1*vLo; | ||
|  |                 x = _mm_shuffle_ps(lo0, lo1, 0x88); | ||
|  |                 y = _mm_shuffle_ps(lo0, lo1, 0xdd); | ||
|  |             } | ||
|  |                 break; | ||
|  |             case 2: | ||
|  |             { | ||
|  |                 v0 = vertices[0]; | ||
|  |                 v1 = vertices[1]; | ||
|  |                 float4 xy = _mm_movelh_ps(v0, v1); | ||
|  |                 z = _mm_movehl_ps(v1, v0); | ||
|  |                 xy = xy*vLo; | ||
|  |                 z = _mm_shuffle_ps( z, z,  0xa8); | ||
|  |                 x = _mm_shuffle_ps( xy, xy, 0xa8); | ||
|  |                 y = _mm_shuffle_ps( xy, xy, 0xfd); | ||
|  |                 z = z*vHi; | ||
|  |             } | ||
|  |                 break; | ||
|  |             case 1: | ||
|  |             { | ||
|  |                 float4 xy = vertices[0]; | ||
|  |                 z =  _mm_shuffle_ps( xy, xy, 0xaa); | ||
|  |                 xy = xy*vLo; | ||
|  |                 z = z*vHi; | ||
|  |                 x = _mm_shuffle_ps(xy, xy, 0); | ||
|  |                 y = _mm_shuffle_ps(xy, xy, 0x55); | ||
|  |             } | ||
|  |                 break; | ||
|  |         } | ||
|  |         x = x+y; | ||
|  |         x = x+z; | ||
|  |         stack_array[index] = x; | ||
|  |         min = _mm_min_ps( x, min );         // control the order here so that min is never NaN even if x is nan
 | ||
|  |         index++; | ||
|  |     } | ||
|  |      | ||
|  |     // if we found a new min. 
 | ||
|  |     if( 0 == segment || 0xf != _mm_movemask_ps( (float4) _mm_cmpeq_ps(min, dotmin))) | ||
|  |     { // we found a new min. Search for it
 | ||
|  |       // find min across the min vector, place in all elements of min -- big latency hit here
 | ||
|  |         min = _mm_min_ps(min, (float4) _mm_shuffle_ps( min, min, 0x4e)); | ||
|  |         min = _mm_min_ps(min, (float4) _mm_shuffle_ps( min, min, 0xb1)); | ||
|  |          | ||
|  |         // It is slightly faster to do this part in scalar code when count < 8. However, the common case for
 | ||
|  |         // this where it actually makes a difference is handled in the early out at the top of the function, 
 | ||
|  |         // so it is less than a 1% difference here. I opted for improved code size, fewer branches and reduced 
 | ||
|  |         // complexity, and removed it.
 | ||
|  |          | ||
|  |         dotmin = min; | ||
|  |          | ||
|  |         // scan for the first occurence of min in the array  
 | ||
|  |         size_t test; | ||
|  |         for( index = 0; 0 == (test=_mm_movemask_ps( _mm_cmpeq_ps( stack_array[index], min))); index++ )   // local_count must be a multiple of 4
 | ||
|  |         {} | ||
|  |         minIndex = 4*index + segment + indexTable[test]; | ||
|  |     } | ||
|  |      | ||
|  |     _mm_store_ss( dotResult, dotmin); | ||
|  |     return minIndex; | ||
|  | } | ||
|  | 
 | ||
|  | 
 | ||
|  | #elif defined BT_USE_NEON
 | ||
|  | 
 | ||
|  | #define ARM_NEON_GCC_COMPATIBILITY  1
 | ||
|  | #include <arm_neon.h>
 | ||
|  | #include <sys/types.h>
 | ||
|  | #include <sys/sysctl.h> //for sysctlbyname
 | ||
|  | 
 | ||
|  | static long _maxdot_large_v0( const float *vv, const float *vec, unsigned long count, float *dotResult ); | ||
|  | static long _maxdot_large_v1( const float *vv, const float *vec, unsigned long count, float *dotResult ); | ||
|  | static long _maxdot_large_sel( const float *vv, const float *vec, unsigned long count, float *dotResult ); | ||
|  | static long _mindot_large_v0( const float *vv, const float *vec, unsigned long count, float *dotResult ); | ||
|  | static long _mindot_large_v1( const float *vv, const float *vec, unsigned long count, float *dotResult ); | ||
|  | static long _mindot_large_sel( const float *vv, const float *vec, unsigned long count, float *dotResult ); | ||
|  | 
 | ||
|  | long (*_maxdot_large)( const float *vv, const float *vec, unsigned long count, float *dotResult ) = _maxdot_large_sel; | ||
|  | long (*_mindot_large)( const float *vv, const float *vec, unsigned long count, float *dotResult ) = _mindot_large_sel; | ||
|  | 
 | ||
|  | 
 | ||
|  | static inline uint32_t btGetCpuCapabilities( void ) | ||
|  | { | ||
|  |     static uint32_t capabilities = 0; | ||
|  |     static bool testedCapabilities = false; | ||
|  | 
 | ||
|  |     if( 0 == testedCapabilities) | ||
|  |     { | ||
|  |         uint32_t hasFeature = 0; | ||
|  |         size_t featureSize = sizeof( hasFeature ); | ||
|  |         int err = sysctlbyname( "hw.optional.neon_hpfp", &hasFeature, &featureSize, NULL, 0 ); | ||
|  | 
 | ||
|  |         if( 0 == err && hasFeature) | ||
|  |             capabilities |= 0x2000; | ||
|  | 
 | ||
|  | 		testedCapabilities = true; | ||
|  |     } | ||
|  |      | ||
|  |     return capabilities; | ||
|  | } | ||
|  | 
 | ||
|  | 
 | ||
|  | 
 | ||
|  | 
 | ||
|  | static long _maxdot_large_sel( const float *vv, const float *vec, unsigned long count, float *dotResult ) | ||
|  | { | ||
|  | 
 | ||
|  |     if( btGetCpuCapabilities() & 0x2000 ) | ||
|  |         _maxdot_large = _maxdot_large_v1; | ||
|  |     else | ||
|  |         _maxdot_large = _maxdot_large_v0; | ||
|  |      | ||
|  |     return _maxdot_large(vv, vec, count, dotResult); | ||
|  | } | ||
|  | 
 | ||
|  | static long _mindot_large_sel( const float *vv, const float *vec, unsigned long count, float *dotResult ) | ||
|  | { | ||
|  | 
 | ||
|  |     if( btGetCpuCapabilities() & 0x2000 ) | ||
|  |         _mindot_large = _mindot_large_v1; | ||
|  |     else | ||
|  |         _mindot_large = _mindot_large_v0; | ||
|  |      | ||
|  |     return _mindot_large(vv, vec, count, dotResult); | ||
|  | } | ||
|  | 
 | ||
|  | 
 | ||
|  | 
 | ||
|  | #if defined __arm__
 | ||
|  | # define vld1q_f32_aligned_postincrement( _ptr ) ({ float32x4_t _r; asm( "vld1.f32 {%0}, [%1, :128]!\n" : "=w" (_r), "+r" (_ptr) ); /*return*/ _r; })
 | ||
|  | #else
 | ||
|  | //support 64bit arm
 | ||
|  | # define vld1q_f32_aligned_postincrement( _ptr) ({ float32x4_t _r = ((float32x4_t*)(_ptr))[0]; (_ptr) = (const float*) ((const char*)(_ptr) + 16L); /*return*/ _r; })
 | ||
|  | #endif
 | ||
|  | 
 | ||
|  | 
 | ||
|  | long _maxdot_large_v0( const float *vv, const float *vec, unsigned long count, float *dotResult ) | ||
|  | { | ||
|  |     unsigned long i = 0; | ||
|  |     float32x4_t vvec = vld1q_f32_aligned_postincrement( vec ); | ||
|  |     float32x2_t vLo = vget_low_f32(vvec); | ||
|  |     float32x2_t vHi = vdup_lane_f32(vget_high_f32(vvec), 0); | ||
|  |     float32x2_t dotMaxLo = (float32x2_t) { -BT_INFINITY, -BT_INFINITY }; | ||
|  |     float32x2_t dotMaxHi = (float32x2_t) { -BT_INFINITY, -BT_INFINITY }; | ||
|  |     uint32x2_t indexLo = (uint32x2_t) {0, 1}; | ||
|  |     uint32x2_t indexHi = (uint32x2_t) {2, 3}; | ||
|  |     uint32x2_t iLo = (uint32x2_t) {static_cast<uint32_t>(-1), static_cast<uint32_t>(-1)}; | ||
|  |     uint32x2_t iHi = (uint32x2_t) {static_cast<uint32_t>(-1), static_cast<uint32_t>(-1)}; | ||
|  |     const uint32x2_t four = (uint32x2_t) {4,4}; | ||
|  | 
 | ||
|  |     for( ; i+8 <= count; i+= 8 ) | ||
|  |     { | ||
|  |         float32x4_t v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v1 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v2 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v3 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |          | ||
|  |         float32x2_t xy0 = vmul_f32( vget_low_f32(v0), vLo); | ||
|  |         float32x2_t xy1 = vmul_f32( vget_low_f32(v1), vLo); | ||
|  |         float32x2_t xy2 = vmul_f32( vget_low_f32(v2), vLo); | ||
|  |         float32x2_t xy3 = vmul_f32( vget_low_f32(v3), vLo); | ||
|  |          | ||
|  |         float32x2x2_t z0 = vtrn_f32( vget_high_f32(v0), vget_high_f32(v1)); | ||
|  |         float32x2x2_t z1 = vtrn_f32( vget_high_f32(v2), vget_high_f32(v3)); | ||
|  |         float32x2_t zLo = vmul_f32( z0.val[0], vHi); | ||
|  |         float32x2_t zHi = vmul_f32( z1.val[0], vHi); | ||
|  |          | ||
|  |         float32x2_t rLo = vpadd_f32( xy0, xy1); | ||
|  |         float32x2_t rHi = vpadd_f32( xy2, xy3); | ||
|  |         rLo = vadd_f32(rLo, zLo); | ||
|  |         rHi = vadd_f32(rHi, zHi); | ||
|  |          | ||
|  |         uint32x2_t maskLo = vcgt_f32( rLo, dotMaxLo ); | ||
|  |         uint32x2_t maskHi = vcgt_f32( rHi, dotMaxHi ); | ||
|  |         dotMaxLo = vbsl_f32( maskLo, rLo, dotMaxLo); | ||
|  |         dotMaxHi = vbsl_f32( maskHi, rHi, dotMaxHi); | ||
|  |         iLo = vbsl_u32(maskLo, indexLo, iLo); | ||
|  |         iHi = vbsl_u32(maskHi, indexHi, iHi); | ||
|  |         indexLo = vadd_u32(indexLo, four);  | ||
|  |         indexHi = vadd_u32(indexHi, four); | ||
|  | 
 | ||
|  |         v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         v1 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         v2 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         v3 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |          | ||
|  |         xy0 = vmul_f32( vget_low_f32(v0), vLo); | ||
|  |         xy1 = vmul_f32( vget_low_f32(v1), vLo); | ||
|  |         xy2 = vmul_f32( vget_low_f32(v2), vLo); | ||
|  |         xy3 = vmul_f32( vget_low_f32(v3), vLo); | ||
|  |          | ||
|  |         z0 = vtrn_f32( vget_high_f32(v0), vget_high_f32(v1)); | ||
|  |         z1 = vtrn_f32( vget_high_f32(v2), vget_high_f32(v3)); | ||
|  |         zLo = vmul_f32( z0.val[0], vHi); | ||
|  |         zHi = vmul_f32( z1.val[0], vHi); | ||
|  |          | ||
|  |         rLo = vpadd_f32( xy0, xy1); | ||
|  |         rHi = vpadd_f32( xy2, xy3); | ||
|  |         rLo = vadd_f32(rLo, zLo); | ||
|  |         rHi = vadd_f32(rHi, zHi); | ||
|  |          | ||
|  |         maskLo = vcgt_f32( rLo, dotMaxLo ); | ||
|  |         maskHi = vcgt_f32( rHi, dotMaxHi ); | ||
|  |         dotMaxLo = vbsl_f32( maskLo, rLo, dotMaxLo); | ||
|  |         dotMaxHi = vbsl_f32( maskHi, rHi, dotMaxHi); | ||
|  |         iLo = vbsl_u32(maskLo, indexLo, iLo); | ||
|  |         iHi = vbsl_u32(maskHi, indexHi, iHi); | ||
|  |         indexLo = vadd_u32(indexLo, four); | ||
|  |         indexHi = vadd_u32(indexHi, four); | ||
|  |     } | ||
|  | 
 | ||
|  |     for( ; i+4 <= count; i+= 4 ) | ||
|  |     { | ||
|  |         float32x4_t v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v1 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v2 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v3 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |          | ||
|  |         float32x2_t xy0 = vmul_f32( vget_low_f32(v0), vLo); | ||
|  |         float32x2_t xy1 = vmul_f32( vget_low_f32(v1), vLo); | ||
|  |         float32x2_t xy2 = vmul_f32( vget_low_f32(v2), vLo); | ||
|  |         float32x2_t xy3 = vmul_f32( vget_low_f32(v3), vLo); | ||
|  |          | ||
|  |         float32x2x2_t z0 = vtrn_f32( vget_high_f32(v0), vget_high_f32(v1)); | ||
|  |         float32x2x2_t z1 = vtrn_f32( vget_high_f32(v2), vget_high_f32(v3)); | ||
|  |         float32x2_t zLo = vmul_f32( z0.val[0], vHi); | ||
|  |         float32x2_t zHi = vmul_f32( z1.val[0], vHi); | ||
|  |          | ||
|  |         float32x2_t rLo = vpadd_f32( xy0, xy1); | ||
|  |         float32x2_t rHi = vpadd_f32( xy2, xy3); | ||
|  |         rLo = vadd_f32(rLo, zLo); | ||
|  |         rHi = vadd_f32(rHi, zHi); | ||
|  |          | ||
|  |         uint32x2_t maskLo = vcgt_f32( rLo, dotMaxLo ); | ||
|  |         uint32x2_t maskHi = vcgt_f32( rHi, dotMaxHi ); | ||
|  |         dotMaxLo = vbsl_f32( maskLo, rLo, dotMaxLo); | ||
|  |         dotMaxHi = vbsl_f32( maskHi, rHi, dotMaxHi); | ||
|  |         iLo = vbsl_u32(maskLo, indexLo, iLo); | ||
|  |         iHi = vbsl_u32(maskHi, indexHi, iHi); | ||
|  |         indexLo = vadd_u32(indexLo, four); | ||
|  |         indexHi = vadd_u32(indexHi, four); | ||
|  |     } | ||
|  |      | ||
|  |     switch( count & 3 ) | ||
|  |     { | ||
|  |         case 3: | ||
|  |         { | ||
|  |             float32x4_t v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |             float32x4_t v1 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |             float32x4_t v2 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |              | ||
|  |             float32x2_t xy0 = vmul_f32( vget_low_f32(v0), vLo); | ||
|  |             float32x2_t xy1 = vmul_f32( vget_low_f32(v1), vLo); | ||
|  |             float32x2_t xy2 = vmul_f32( vget_low_f32(v2), vLo); | ||
|  |              | ||
|  |             float32x2x2_t z0 = vtrn_f32( vget_high_f32(v0), vget_high_f32(v1)); | ||
|  |             float32x2_t zLo = vmul_f32( z0.val[0], vHi); | ||
|  |             float32x2_t zHi = vmul_f32( vdup_lane_f32(vget_high_f32(v2), 0), vHi); | ||
|  |              | ||
|  |             float32x2_t rLo = vpadd_f32( xy0, xy1); | ||
|  |             float32x2_t rHi = vpadd_f32( xy2, xy2); | ||
|  |             rLo = vadd_f32(rLo, zLo); | ||
|  |             rHi = vadd_f32(rHi, zHi); | ||
|  |              | ||
|  |             uint32x2_t maskLo = vcgt_f32( rLo, dotMaxLo ); | ||
|  |             uint32x2_t maskHi = vcgt_f32( rHi, dotMaxHi ); | ||
|  |             dotMaxLo = vbsl_f32( maskLo, rLo, dotMaxLo); | ||
|  |             dotMaxHi = vbsl_f32( maskHi, rHi, dotMaxHi); | ||
|  |             iLo = vbsl_u32(maskLo, indexLo, iLo); | ||
|  |             iHi = vbsl_u32(maskHi, indexHi, iHi); | ||
|  |         } | ||
|  |             break; | ||
|  |         case 2: | ||
|  |         { | ||
|  |             float32x4_t v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |             float32x4_t v1 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |              | ||
|  |             float32x2_t xy0 = vmul_f32( vget_low_f32(v0), vLo); | ||
|  |             float32x2_t xy1 = vmul_f32( vget_low_f32(v1), vLo); | ||
|  |              | ||
|  |             float32x2x2_t z0 = vtrn_f32( vget_high_f32(v0), vget_high_f32(v1)); | ||
|  |             float32x2_t zLo = vmul_f32( z0.val[0], vHi); | ||
|  |              | ||
|  |             float32x2_t rLo = vpadd_f32( xy0, xy1); | ||
|  |             rLo = vadd_f32(rLo, zLo); | ||
|  |              | ||
|  |             uint32x2_t maskLo = vcgt_f32( rLo, dotMaxLo ); | ||
|  |             dotMaxLo = vbsl_f32( maskLo, rLo, dotMaxLo); | ||
|  |             iLo = vbsl_u32(maskLo, indexLo, iLo); | ||
|  |         } | ||
|  |             break; | ||
|  |         case 1: | ||
|  |         { | ||
|  |             float32x4_t v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |             float32x2_t xy0 = vmul_f32( vget_low_f32(v0), vLo); | ||
|  |             float32x2_t z0 = vdup_lane_f32(vget_high_f32(v0), 0); | ||
|  |             float32x2_t zLo = vmul_f32( z0, vHi); | ||
|  |             float32x2_t rLo = vpadd_f32( xy0, xy0); | ||
|  |             rLo = vadd_f32(rLo, zLo); | ||
|  |             uint32x2_t maskLo = vcgt_f32( rLo, dotMaxLo ); | ||
|  |             dotMaxLo = vbsl_f32( maskLo, rLo, dotMaxLo); | ||
|  |             iLo = vbsl_u32(maskLo, indexLo, iLo); | ||
|  |         } | ||
|  |             break; | ||
|  |          | ||
|  |         default: | ||
|  |             break; | ||
|  |     } | ||
|  |      | ||
|  |     // select best answer between hi and lo results
 | ||
|  |     uint32x2_t mask = vcgt_f32( dotMaxHi, dotMaxLo ); | ||
|  |     dotMaxLo = vbsl_f32(mask, dotMaxHi, dotMaxLo); | ||
|  |     iLo = vbsl_u32(mask, iHi, iLo); | ||
|  |      | ||
|  |     // select best answer between even and odd results
 | ||
|  |     dotMaxHi = vdup_lane_f32(dotMaxLo, 1); | ||
|  |     iHi = vdup_lane_u32(iLo, 1); | ||
|  |     mask = vcgt_f32( dotMaxHi, dotMaxLo ); | ||
|  |     dotMaxLo = vbsl_f32(mask, dotMaxHi, dotMaxLo); | ||
|  |     iLo = vbsl_u32(mask, iHi, iLo); | ||
|  |      | ||
|  |     *dotResult = vget_lane_f32( dotMaxLo, 0); | ||
|  |     return vget_lane_u32(iLo, 0); | ||
|  | } | ||
|  | 
 | ||
|  | 
 | ||
|  | long _maxdot_large_v1( const float *vv, const float *vec, unsigned long count, float *dotResult ) | ||
|  | { | ||
|  |     float32x4_t vvec = vld1q_f32_aligned_postincrement( vec ); | ||
|  |     float32x4_t vLo = vcombine_f32(vget_low_f32(vvec), vget_low_f32(vvec)); | ||
|  |     float32x4_t vHi = vdupq_lane_f32(vget_high_f32(vvec), 0); | ||
|  |     const uint32x4_t four = (uint32x4_t){ 4, 4, 4, 4 }; | ||
|  |     uint32x4_t local_index = (uint32x4_t) {0, 1, 2, 3}; | ||
|  |     uint32x4_t index = (uint32x4_t) { static_cast<uint32_t>(-1), static_cast<uint32_t>(-1), static_cast<uint32_t>(-1), static_cast<uint32_t>(-1) }; | ||
|  |     float32x4_t maxDot = (float32x4_t) { -BT_INFINITY, -BT_INFINITY, -BT_INFINITY, -BT_INFINITY }; | ||
|  |      | ||
|  |     unsigned long i = 0; | ||
|  |     for( ; i + 8 <= count; i += 8 ) | ||
|  |     { | ||
|  |         float32x4_t v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v1 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v2 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v3 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |          | ||
|  |         // the next two lines should resolve to a single vswp d, d
 | ||
|  |         float32x4_t xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v1)); | ||
|  |         float32x4_t xy1 = vcombine_f32( vget_low_f32(v2), vget_low_f32(v3)); | ||
|  |         // the next two lines should resolve to a single vswp d, d
 | ||
|  |         float32x4_t z0 = vcombine_f32( vget_high_f32(v0), vget_high_f32(v1)); | ||
|  |         float32x4_t z1 = vcombine_f32( vget_high_f32(v2), vget_high_f32(v3)); | ||
|  |          | ||
|  |         xy0 = vmulq_f32(xy0, vLo); | ||
|  |         xy1 = vmulq_f32(xy1, vLo); | ||
|  |          | ||
|  |         float32x4x2_t zb = vuzpq_f32( z0, z1); | ||
|  |         float32x4_t z = vmulq_f32( zb.val[0], vHi); | ||
|  |         float32x4x2_t xy = vuzpq_f32( xy0, xy1); | ||
|  |         float32x4_t x = vaddq_f32(xy.val[0], xy.val[1]); | ||
|  |         x = vaddq_f32(x, z); | ||
|  |          | ||
|  |         uint32x4_t mask = vcgtq_f32(x, maxDot); | ||
|  |         maxDot = vbslq_f32( mask, x, maxDot); | ||
|  |         index = vbslq_u32(mask, local_index, index); | ||
|  |         local_index = vaddq_u32(local_index, four); | ||
|  | 
 | ||
|  |         v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         v1 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         v2 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         v3 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |          | ||
|  |         // the next two lines should resolve to a single vswp d, d
 | ||
|  |         xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v1)); | ||
|  |         xy1 = vcombine_f32( vget_low_f32(v2), vget_low_f32(v3)); | ||
|  |         // the next two lines should resolve to a single vswp d, d
 | ||
|  |         z0 = vcombine_f32( vget_high_f32(v0), vget_high_f32(v1)); | ||
|  |         z1 = vcombine_f32( vget_high_f32(v2), vget_high_f32(v3)); | ||
|  |          | ||
|  |         xy0 = vmulq_f32(xy0, vLo); | ||
|  |         xy1 = vmulq_f32(xy1, vLo); | ||
|  |          | ||
|  |         zb = vuzpq_f32( z0, z1); | ||
|  |         z = vmulq_f32( zb.val[0], vHi); | ||
|  |         xy = vuzpq_f32( xy0, xy1); | ||
|  |         x = vaddq_f32(xy.val[0], xy.val[1]); | ||
|  |         x = vaddq_f32(x, z); | ||
|  |          | ||
|  |         mask = vcgtq_f32(x, maxDot); | ||
|  |         maxDot = vbslq_f32( mask, x, maxDot); | ||
|  |         index = vbslq_u32(mask, local_index, index); | ||
|  |         local_index = vaddq_u32(local_index, four); | ||
|  |     } | ||
|  | 
 | ||
|  |     for( ; i + 4 <= count; i += 4 ) | ||
|  |     { | ||
|  |         float32x4_t v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v1 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v2 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v3 = vld1q_f32_aligned_postincrement( vv ); | ||
|  | 
 | ||
|  |         // the next two lines should resolve to a single vswp d, d
 | ||
|  |         float32x4_t xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v1)); | ||
|  |         float32x4_t xy1 = vcombine_f32( vget_low_f32(v2), vget_low_f32(v3)); | ||
|  |         // the next two lines should resolve to a single vswp d, d
 | ||
|  |         float32x4_t z0 = vcombine_f32( vget_high_f32(v0), vget_high_f32(v1)); | ||
|  |         float32x4_t z1 = vcombine_f32( vget_high_f32(v2), vget_high_f32(v3)); | ||
|  |          | ||
|  |         xy0 = vmulq_f32(xy0, vLo); | ||
|  |         xy1 = vmulq_f32(xy1, vLo); | ||
|  |          | ||
|  |         float32x4x2_t zb = vuzpq_f32( z0, z1); | ||
|  |         float32x4_t z = vmulq_f32( zb.val[0], vHi); | ||
|  |         float32x4x2_t xy = vuzpq_f32( xy0, xy1); | ||
|  |         float32x4_t x = vaddq_f32(xy.val[0], xy.val[1]); | ||
|  |         x = vaddq_f32(x, z); | ||
|  |          | ||
|  |         uint32x4_t mask = vcgtq_f32(x, maxDot); | ||
|  |         maxDot = vbslq_f32( mask, x, maxDot); | ||
|  |         index = vbslq_u32(mask, local_index, index); | ||
|  |         local_index = vaddq_u32(local_index, four); | ||
|  |     } | ||
|  |      | ||
|  |     switch (count & 3) { | ||
|  |         case 3: | ||
|  |         { | ||
|  |             float32x4_t v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |             float32x4_t v1 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |             float32x4_t v2 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |              | ||
|  |             // the next two lines should resolve to a single vswp d, d
 | ||
|  |             float32x4_t xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v1)); | ||
|  |             float32x4_t xy1 = vcombine_f32( vget_low_f32(v2), vget_low_f32(v2)); | ||
|  |             // the next two lines should resolve to a single vswp d, d
 | ||
|  |             float32x4_t z0 = vcombine_f32( vget_high_f32(v0), vget_high_f32(v1)); | ||
|  |             float32x4_t z1 = vcombine_f32( vget_high_f32(v2), vget_high_f32(v2)); | ||
|  |              | ||
|  |             xy0 = vmulq_f32(xy0, vLo); | ||
|  |             xy1 = vmulq_f32(xy1, vLo); | ||
|  |              | ||
|  |             float32x4x2_t zb = vuzpq_f32( z0, z1); | ||
|  |             float32x4_t z = vmulq_f32( zb.val[0], vHi); | ||
|  |             float32x4x2_t xy = vuzpq_f32( xy0, xy1); | ||
|  |             float32x4_t x = vaddq_f32(xy.val[0], xy.val[1]); | ||
|  |             x = vaddq_f32(x, z); | ||
|  |              | ||
|  |             uint32x4_t mask = vcgtq_f32(x, maxDot); | ||
|  |             maxDot = vbslq_f32( mask, x, maxDot); | ||
|  |             index = vbslq_u32(mask, local_index, index); | ||
|  |             local_index = vaddq_u32(local_index, four); | ||
|  |         } | ||
|  |             break; | ||
|  | 
 | ||
|  |         case 2: | ||
|  |         { | ||
|  |             float32x4_t v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |             float32x4_t v1 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |              | ||
|  |             // the next two lines should resolve to a single vswp d, d
 | ||
|  |             float32x4_t xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v1)); | ||
|  |             // the next two lines should resolve to a single vswp d, d
 | ||
|  |             float32x4_t z0 = vcombine_f32( vget_high_f32(v0), vget_high_f32(v1)); | ||
|  |              | ||
|  |             xy0 = vmulq_f32(xy0, vLo); | ||
|  |              | ||
|  |             float32x4x2_t zb = vuzpq_f32( z0, z0); | ||
|  |             float32x4_t z = vmulq_f32( zb.val[0], vHi); | ||
|  |             float32x4x2_t xy = vuzpq_f32( xy0, xy0); | ||
|  |             float32x4_t x = vaddq_f32(xy.val[0], xy.val[1]); | ||
|  |             x = vaddq_f32(x, z); | ||
|  |              | ||
|  |             uint32x4_t mask = vcgtq_f32(x, maxDot); | ||
|  |             maxDot = vbslq_f32( mask, x, maxDot); | ||
|  |             index = vbslq_u32(mask, local_index, index); | ||
|  |             local_index = vaddq_u32(local_index, four); | ||
|  |         } | ||
|  |             break; | ||
|  | 
 | ||
|  |         case 1: | ||
|  |         { | ||
|  |             float32x4_t v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |              | ||
|  |             // the next two lines should resolve to a single vswp d, d
 | ||
|  |             float32x4_t xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v0)); | ||
|  |             // the next two lines should resolve to a single vswp d, d
 | ||
|  |             float32x4_t z = vdupq_lane_f32(vget_high_f32(v0), 0);  | ||
|  |              | ||
|  |             xy0 = vmulq_f32(xy0, vLo); | ||
|  |              | ||
|  |             z = vmulq_f32( z, vHi); | ||
|  |             float32x4x2_t xy = vuzpq_f32( xy0, xy0); | ||
|  |             float32x4_t x = vaddq_f32(xy.val[0], xy.val[1]); | ||
|  |             x = vaddq_f32(x, z); | ||
|  |              | ||
|  |             uint32x4_t mask = vcgtq_f32(x, maxDot); | ||
|  |             maxDot = vbslq_f32( mask, x, maxDot); | ||
|  |             index = vbslq_u32(mask, local_index, index); | ||
|  |             local_index = vaddq_u32(local_index, four); | ||
|  |         } | ||
|  |             break; | ||
|  | 
 | ||
|  |         default: | ||
|  |             break; | ||
|  |     } | ||
|  |      | ||
|  |      | ||
|  |     // select best answer between hi and lo results
 | ||
|  |     uint32x2_t mask = vcgt_f32( vget_high_f32(maxDot), vget_low_f32(maxDot)); | ||
|  |     float32x2_t maxDot2 = vbsl_f32(mask, vget_high_f32(maxDot), vget_low_f32(maxDot)); | ||
|  |     uint32x2_t index2 = vbsl_u32(mask, vget_high_u32(index), vget_low_u32(index)); | ||
|  |      | ||
|  |     // select best answer between even and odd results
 | ||
|  |     float32x2_t maxDotO = vdup_lane_f32(maxDot2, 1); | ||
|  |     uint32x2_t indexHi = vdup_lane_u32(index2, 1); | ||
|  |     mask = vcgt_f32( maxDotO, maxDot2 ); | ||
|  |     maxDot2 = vbsl_f32(mask, maxDotO, maxDot2); | ||
|  |     index2 = vbsl_u32(mask, indexHi, index2); | ||
|  |      | ||
|  |     *dotResult = vget_lane_f32( maxDot2, 0); | ||
|  |     return vget_lane_u32(index2, 0); | ||
|  |      | ||
|  | } | ||
|  | 
 | ||
|  | long _mindot_large_v0( const float *vv, const float *vec, unsigned long count, float *dotResult ) | ||
|  | { | ||
|  |     unsigned long i = 0; | ||
|  |     float32x4_t vvec = vld1q_f32_aligned_postincrement( vec ); | ||
|  |     float32x2_t vLo = vget_low_f32(vvec); | ||
|  |     float32x2_t vHi = vdup_lane_f32(vget_high_f32(vvec), 0); | ||
|  |     float32x2_t dotMinLo = (float32x2_t) { BT_INFINITY, BT_INFINITY }; | ||
|  |     float32x2_t dotMinHi = (float32x2_t) { BT_INFINITY, BT_INFINITY }; | ||
|  |     uint32x2_t indexLo = (uint32x2_t) {0, 1}; | ||
|  |     uint32x2_t indexHi = (uint32x2_t) {2, 3}; | ||
|  |     uint32x2_t iLo = (uint32x2_t) {static_cast<uint32_t>(-1), static_cast<uint32_t>(-1)}; | ||
|  |     uint32x2_t iHi = (uint32x2_t) {static_cast<uint32_t>(-1), static_cast<uint32_t>(-1)}; | ||
|  |     const uint32x2_t four = (uint32x2_t) {4,4}; | ||
|  |      | ||
|  |     for( ; i+8 <= count; i+= 8 ) | ||
|  |     { | ||
|  |         float32x4_t v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v1 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v2 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v3 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |          | ||
|  |         float32x2_t xy0 = vmul_f32( vget_low_f32(v0), vLo); | ||
|  |         float32x2_t xy1 = vmul_f32( vget_low_f32(v1), vLo); | ||
|  |         float32x2_t xy2 = vmul_f32( vget_low_f32(v2), vLo); | ||
|  |         float32x2_t xy3 = vmul_f32( vget_low_f32(v3), vLo); | ||
|  |          | ||
|  |         float32x2x2_t z0 = vtrn_f32( vget_high_f32(v0), vget_high_f32(v1)); | ||
|  |         float32x2x2_t z1 = vtrn_f32( vget_high_f32(v2), vget_high_f32(v3)); | ||
|  |         float32x2_t zLo = vmul_f32( z0.val[0], vHi); | ||
|  |         float32x2_t zHi = vmul_f32( z1.val[0], vHi); | ||
|  |          | ||
|  |         float32x2_t rLo = vpadd_f32( xy0, xy1); | ||
|  |         float32x2_t rHi = vpadd_f32( xy2, xy3); | ||
|  |         rLo = vadd_f32(rLo, zLo); | ||
|  |         rHi = vadd_f32(rHi, zHi); | ||
|  |          | ||
|  |         uint32x2_t maskLo = vclt_f32( rLo, dotMinLo ); | ||
|  |         uint32x2_t maskHi = vclt_f32( rHi, dotMinHi ); | ||
|  |         dotMinLo = vbsl_f32( maskLo, rLo, dotMinLo); | ||
|  |         dotMinHi = vbsl_f32( maskHi, rHi, dotMinHi); | ||
|  |         iLo = vbsl_u32(maskLo, indexLo, iLo); | ||
|  |         iHi = vbsl_u32(maskHi, indexHi, iHi); | ||
|  |         indexLo = vadd_u32(indexLo, four); | ||
|  |         indexHi = vadd_u32(indexHi, four); | ||
|  |          | ||
|  |         v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         v1 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         v2 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         v3 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |          | ||
|  |         xy0 = vmul_f32( vget_low_f32(v0), vLo); | ||
|  |         xy1 = vmul_f32( vget_low_f32(v1), vLo); | ||
|  |         xy2 = vmul_f32( vget_low_f32(v2), vLo); | ||
|  |         xy3 = vmul_f32( vget_low_f32(v3), vLo); | ||
|  |          | ||
|  |         z0 = vtrn_f32( vget_high_f32(v0), vget_high_f32(v1)); | ||
|  |         z1 = vtrn_f32( vget_high_f32(v2), vget_high_f32(v3)); | ||
|  |         zLo = vmul_f32( z0.val[0], vHi); | ||
|  |         zHi = vmul_f32( z1.val[0], vHi); | ||
|  |          | ||
|  |         rLo = vpadd_f32( xy0, xy1); | ||
|  |         rHi = vpadd_f32( xy2, xy3); | ||
|  |         rLo = vadd_f32(rLo, zLo); | ||
|  |         rHi = vadd_f32(rHi, zHi); | ||
|  |          | ||
|  |         maskLo = vclt_f32( rLo, dotMinLo ); | ||
|  |         maskHi = vclt_f32( rHi, dotMinHi ); | ||
|  |         dotMinLo = vbsl_f32( maskLo, rLo, dotMinLo); | ||
|  |         dotMinHi = vbsl_f32( maskHi, rHi, dotMinHi); | ||
|  |         iLo = vbsl_u32(maskLo, indexLo, iLo); | ||
|  |         iHi = vbsl_u32(maskHi, indexHi, iHi); | ||
|  |         indexLo = vadd_u32(indexLo, four); | ||
|  |         indexHi = vadd_u32(indexHi, four); | ||
|  |     } | ||
|  | 
 | ||
|  |     for( ; i+4 <= count; i+= 4 ) | ||
|  |     { | ||
|  |         float32x4_t v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v1 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v2 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v3 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |          | ||
|  |         float32x2_t xy0 = vmul_f32( vget_low_f32(v0), vLo); | ||
|  |         float32x2_t xy1 = vmul_f32( vget_low_f32(v1), vLo); | ||
|  |         float32x2_t xy2 = vmul_f32( vget_low_f32(v2), vLo); | ||
|  |         float32x2_t xy3 = vmul_f32( vget_low_f32(v3), vLo); | ||
|  |          | ||
|  |         float32x2x2_t z0 = vtrn_f32( vget_high_f32(v0), vget_high_f32(v1)); | ||
|  |         float32x2x2_t z1 = vtrn_f32( vget_high_f32(v2), vget_high_f32(v3)); | ||
|  |         float32x2_t zLo = vmul_f32( z0.val[0], vHi); | ||
|  |         float32x2_t zHi = vmul_f32( z1.val[0], vHi); | ||
|  |          | ||
|  |         float32x2_t rLo = vpadd_f32( xy0, xy1); | ||
|  |         float32x2_t rHi = vpadd_f32( xy2, xy3); | ||
|  |         rLo = vadd_f32(rLo, zLo); | ||
|  |         rHi = vadd_f32(rHi, zHi); | ||
|  |          | ||
|  |         uint32x2_t maskLo = vclt_f32( rLo, dotMinLo ); | ||
|  |         uint32x2_t maskHi = vclt_f32( rHi, dotMinHi ); | ||
|  |         dotMinLo = vbsl_f32( maskLo, rLo, dotMinLo); | ||
|  |         dotMinHi = vbsl_f32( maskHi, rHi, dotMinHi); | ||
|  |         iLo = vbsl_u32(maskLo, indexLo, iLo); | ||
|  |         iHi = vbsl_u32(maskHi, indexHi, iHi); | ||
|  |         indexLo = vadd_u32(indexLo, four); | ||
|  |         indexHi = vadd_u32(indexHi, four); | ||
|  |     } | ||
|  |     switch( count & 3 ) | ||
|  |     { | ||
|  |         case 3: | ||
|  |         { | ||
|  |             float32x4_t v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |             float32x4_t v1 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |             float32x4_t v2 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |              | ||
|  |             float32x2_t xy0 = vmul_f32( vget_low_f32(v0), vLo); | ||
|  |             float32x2_t xy1 = vmul_f32( vget_low_f32(v1), vLo); | ||
|  |             float32x2_t xy2 = vmul_f32( vget_low_f32(v2), vLo); | ||
|  |              | ||
|  |             float32x2x2_t z0 = vtrn_f32( vget_high_f32(v0), vget_high_f32(v1)); | ||
|  |             float32x2_t zLo = vmul_f32( z0.val[0], vHi); | ||
|  |             float32x2_t zHi = vmul_f32( vdup_lane_f32(vget_high_f32(v2), 0), vHi); | ||
|  |              | ||
|  |             float32x2_t rLo = vpadd_f32( xy0, xy1); | ||
|  |             float32x2_t rHi = vpadd_f32( xy2, xy2); | ||
|  |             rLo = vadd_f32(rLo, zLo); | ||
|  |             rHi = vadd_f32(rHi, zHi); | ||
|  |              | ||
|  |             uint32x2_t maskLo = vclt_f32( rLo, dotMinLo ); | ||
|  |             uint32x2_t maskHi = vclt_f32( rHi, dotMinHi ); | ||
|  |             dotMinLo = vbsl_f32( maskLo, rLo, dotMinLo); | ||
|  |             dotMinHi = vbsl_f32( maskHi, rHi, dotMinHi); | ||
|  |             iLo = vbsl_u32(maskLo, indexLo, iLo); | ||
|  |             iHi = vbsl_u32(maskHi, indexHi, iHi); | ||
|  |         } | ||
|  |             break; | ||
|  |         case 2: | ||
|  |         { | ||
|  |             float32x4_t v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |             float32x4_t v1 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |              | ||
|  |             float32x2_t xy0 = vmul_f32( vget_low_f32(v0), vLo); | ||
|  |             float32x2_t xy1 = vmul_f32( vget_low_f32(v1), vLo); | ||
|  |              | ||
|  |             float32x2x2_t z0 = vtrn_f32( vget_high_f32(v0), vget_high_f32(v1)); | ||
|  |             float32x2_t zLo = vmul_f32( z0.val[0], vHi); | ||
|  |              | ||
|  |             float32x2_t rLo = vpadd_f32( xy0, xy1); | ||
|  |             rLo = vadd_f32(rLo, zLo); | ||
|  |              | ||
|  |             uint32x2_t maskLo = vclt_f32( rLo, dotMinLo ); | ||
|  |             dotMinLo = vbsl_f32( maskLo, rLo, dotMinLo); | ||
|  |             iLo = vbsl_u32(maskLo, indexLo, iLo); | ||
|  |         } | ||
|  |             break; | ||
|  |         case 1: | ||
|  |         { | ||
|  |             float32x4_t v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |             float32x2_t xy0 = vmul_f32( vget_low_f32(v0), vLo); | ||
|  |             float32x2_t z0 = vdup_lane_f32(vget_high_f32(v0), 0); | ||
|  |             float32x2_t zLo = vmul_f32( z0, vHi); | ||
|  |             float32x2_t rLo = vpadd_f32( xy0, xy0); | ||
|  |             rLo = vadd_f32(rLo, zLo); | ||
|  |             uint32x2_t maskLo = vclt_f32( rLo, dotMinLo ); | ||
|  |             dotMinLo = vbsl_f32( maskLo, rLo, dotMinLo); | ||
|  |             iLo = vbsl_u32(maskLo, indexLo, iLo); | ||
|  |         } | ||
|  |             break; | ||
|  |              | ||
|  |         default: | ||
|  |             break; | ||
|  |     } | ||
|  |      | ||
|  |     // select best answer between hi and lo results
 | ||
|  |     uint32x2_t mask = vclt_f32( dotMinHi, dotMinLo ); | ||
|  |     dotMinLo = vbsl_f32(mask, dotMinHi, dotMinLo); | ||
|  |     iLo = vbsl_u32(mask, iHi, iLo); | ||
|  |      | ||
|  |     // select best answer between even and odd results
 | ||
|  |     dotMinHi = vdup_lane_f32(dotMinLo, 1); | ||
|  |     iHi = vdup_lane_u32(iLo, 1); | ||
|  |     mask = vclt_f32( dotMinHi, dotMinLo ); | ||
|  |     dotMinLo = vbsl_f32(mask, dotMinHi, dotMinLo); | ||
|  |     iLo = vbsl_u32(mask, iHi, iLo); | ||
|  |      | ||
|  |     *dotResult = vget_lane_f32( dotMinLo, 0); | ||
|  |     return vget_lane_u32(iLo, 0); | ||
|  | } | ||
|  | 
 | ||
|  | long _mindot_large_v1( const float *vv, const float *vec, unsigned long count, float *dotResult ) | ||
|  | { | ||
|  |     float32x4_t vvec = vld1q_f32_aligned_postincrement( vec ); | ||
|  |     float32x4_t vLo = vcombine_f32(vget_low_f32(vvec), vget_low_f32(vvec)); | ||
|  |     float32x4_t vHi = vdupq_lane_f32(vget_high_f32(vvec), 0); | ||
|  |     const uint32x4_t four = (uint32x4_t){ 4, 4, 4, 4 }; | ||
|  |     uint32x4_t local_index = (uint32x4_t) {0, 1, 2, 3}; | ||
|  |     uint32x4_t index = (uint32x4_t) { static_cast<uint32_t>(-1), static_cast<uint32_t>(-1), static_cast<uint32_t>(-1), static_cast<uint32_t>(-1) }; | ||
|  |     float32x4_t minDot = (float32x4_t) { BT_INFINITY, BT_INFINITY, BT_INFINITY, BT_INFINITY }; | ||
|  |      | ||
|  |     unsigned long i = 0; | ||
|  |     for( ; i + 8 <= count; i += 8 ) | ||
|  |     { | ||
|  |         float32x4_t v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v1 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v2 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v3 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |          | ||
|  |         // the next two lines should resolve to a single vswp d, d
 | ||
|  |         float32x4_t xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v1)); | ||
|  |         float32x4_t xy1 = vcombine_f32( vget_low_f32(v2), vget_low_f32(v3)); | ||
|  |         // the next two lines should resolve to a single vswp d, d
 | ||
|  |         float32x4_t z0 = vcombine_f32( vget_high_f32(v0), vget_high_f32(v1)); | ||
|  |         float32x4_t z1 = vcombine_f32( vget_high_f32(v2), vget_high_f32(v3)); | ||
|  |          | ||
|  |         xy0 = vmulq_f32(xy0, vLo); | ||
|  |         xy1 = vmulq_f32(xy1, vLo); | ||
|  |          | ||
|  |         float32x4x2_t zb = vuzpq_f32( z0, z1); | ||
|  |         float32x4_t z = vmulq_f32( zb.val[0], vHi); | ||
|  |         float32x4x2_t xy = vuzpq_f32( xy0, xy1); | ||
|  |         float32x4_t x = vaddq_f32(xy.val[0], xy.val[1]); | ||
|  |         x = vaddq_f32(x, z); | ||
|  |          | ||
|  |         uint32x4_t mask = vcltq_f32(x, minDot); | ||
|  |         minDot = vbslq_f32( mask, x, minDot); | ||
|  |         index = vbslq_u32(mask, local_index, index); | ||
|  |         local_index = vaddq_u32(local_index, four); | ||
|  |          | ||
|  |         v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         v1 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         v2 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         v3 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |          | ||
|  |         // the next two lines should resolve to a single vswp d, d
 | ||
|  |         xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v1)); | ||
|  |         xy1 = vcombine_f32( vget_low_f32(v2), vget_low_f32(v3)); | ||
|  |         // the next two lines should resolve to a single vswp d, d
 | ||
|  |         z0 = vcombine_f32( vget_high_f32(v0), vget_high_f32(v1)); | ||
|  |         z1 = vcombine_f32( vget_high_f32(v2), vget_high_f32(v3)); | ||
|  |          | ||
|  |         xy0 = vmulq_f32(xy0, vLo); | ||
|  |         xy1 = vmulq_f32(xy1, vLo); | ||
|  |          | ||
|  |         zb = vuzpq_f32( z0, z1); | ||
|  |         z = vmulq_f32( zb.val[0], vHi); | ||
|  |         xy = vuzpq_f32( xy0, xy1); | ||
|  |         x = vaddq_f32(xy.val[0], xy.val[1]); | ||
|  |         x = vaddq_f32(x, z); | ||
|  |          | ||
|  |         mask = vcltq_f32(x, minDot); | ||
|  |         minDot = vbslq_f32( mask, x, minDot); | ||
|  |         index = vbslq_u32(mask, local_index, index); | ||
|  |         local_index = vaddq_u32(local_index, four); | ||
|  |     } | ||
|  |      | ||
|  |     for( ; i + 4 <= count; i += 4 ) | ||
|  |     { | ||
|  |         float32x4_t v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v1 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v2 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |         float32x4_t v3 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |          | ||
|  |         // the next two lines should resolve to a single vswp d, d
 | ||
|  |         float32x4_t xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v1)); | ||
|  |         float32x4_t xy1 = vcombine_f32( vget_low_f32(v2), vget_low_f32(v3)); | ||
|  |         // the next two lines should resolve to a single vswp d, d
 | ||
|  |         float32x4_t z0 = vcombine_f32( vget_high_f32(v0), vget_high_f32(v1)); | ||
|  |         float32x4_t z1 = vcombine_f32( vget_high_f32(v2), vget_high_f32(v3)); | ||
|  |          | ||
|  |         xy0 = vmulq_f32(xy0, vLo); | ||
|  |         xy1 = vmulq_f32(xy1, vLo); | ||
|  |          | ||
|  |         float32x4x2_t zb = vuzpq_f32( z0, z1); | ||
|  |         float32x4_t z = vmulq_f32( zb.val[0], vHi); | ||
|  |         float32x4x2_t xy = vuzpq_f32( xy0, xy1); | ||
|  |         float32x4_t x = vaddq_f32(xy.val[0], xy.val[1]); | ||
|  |         x = vaddq_f32(x, z); | ||
|  |          | ||
|  |         uint32x4_t mask = vcltq_f32(x, minDot); | ||
|  |         minDot = vbslq_f32( mask, x, minDot); | ||
|  |         index = vbslq_u32(mask, local_index, index); | ||
|  |         local_index = vaddq_u32(local_index, four); | ||
|  |     } | ||
|  |      | ||
|  |     switch (count & 3) { | ||
|  |         case 3: | ||
|  |         { | ||
|  |             float32x4_t v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |             float32x4_t v1 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |             float32x4_t v2 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |              | ||
|  |             // the next two lines should resolve to a single vswp d, d
 | ||
|  |             float32x4_t xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v1)); | ||
|  |             float32x4_t xy1 = vcombine_f32( vget_low_f32(v2), vget_low_f32(v2)); | ||
|  |             // the next two lines should resolve to a single vswp d, d
 | ||
|  |             float32x4_t z0 = vcombine_f32( vget_high_f32(v0), vget_high_f32(v1)); | ||
|  |             float32x4_t z1 = vcombine_f32( vget_high_f32(v2), vget_high_f32(v2)); | ||
|  |              | ||
|  |             xy0 = vmulq_f32(xy0, vLo); | ||
|  |             xy1 = vmulq_f32(xy1, vLo); | ||
|  |              | ||
|  |             float32x4x2_t zb = vuzpq_f32( z0, z1); | ||
|  |             float32x4_t z = vmulq_f32( zb.val[0], vHi); | ||
|  |             float32x4x2_t xy = vuzpq_f32( xy0, xy1); | ||
|  |             float32x4_t x = vaddq_f32(xy.val[0], xy.val[1]); | ||
|  |             x = vaddq_f32(x, z); | ||
|  |              | ||
|  |             uint32x4_t mask = vcltq_f32(x, minDot); | ||
|  |             minDot = vbslq_f32( mask, x, minDot); | ||
|  |             index = vbslq_u32(mask, local_index, index); | ||
|  |             local_index = vaddq_u32(local_index, four); | ||
|  |         } | ||
|  |             break; | ||
|  |              | ||
|  |         case 2: | ||
|  |         { | ||
|  |             float32x4_t v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |             float32x4_t v1 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |              | ||
|  |             // the next two lines should resolve to a single vswp d, d
 | ||
|  |             float32x4_t xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v1)); | ||
|  |             // the next two lines should resolve to a single vswp d, d
 | ||
|  |             float32x4_t z0 = vcombine_f32( vget_high_f32(v0), vget_high_f32(v1)); | ||
|  |              | ||
|  |             xy0 = vmulq_f32(xy0, vLo); | ||
|  |              | ||
|  |             float32x4x2_t zb = vuzpq_f32( z0, z0); | ||
|  |             float32x4_t z = vmulq_f32( zb.val[0], vHi); | ||
|  |             float32x4x2_t xy = vuzpq_f32( xy0, xy0); | ||
|  |             float32x4_t x = vaddq_f32(xy.val[0], xy.val[1]); | ||
|  |             x = vaddq_f32(x, z); | ||
|  |              | ||
|  |             uint32x4_t mask = vcltq_f32(x, minDot); | ||
|  |             minDot = vbslq_f32( mask, x, minDot); | ||
|  |             index = vbslq_u32(mask, local_index, index); | ||
|  |             local_index = vaddq_u32(local_index, four); | ||
|  |         } | ||
|  |             break; | ||
|  |              | ||
|  |         case 1: | ||
|  |         { | ||
|  |             float32x4_t v0 = vld1q_f32_aligned_postincrement( vv ); | ||
|  |              | ||
|  |             // the next two lines should resolve to a single vswp d, d
 | ||
|  |             float32x4_t xy0 = vcombine_f32( vget_low_f32(v0), vget_low_f32(v0)); | ||
|  |             // the next two lines should resolve to a single vswp d, d
 | ||
|  |             float32x4_t z = vdupq_lane_f32(vget_high_f32(v0), 0);  | ||
|  |              | ||
|  |             xy0 = vmulq_f32(xy0, vLo); | ||
|  |              | ||
|  |             z = vmulq_f32( z, vHi); | ||
|  |             float32x4x2_t xy = vuzpq_f32( xy0, xy0); | ||
|  |             float32x4_t x = vaddq_f32(xy.val[0], xy.val[1]); | ||
|  |             x = vaddq_f32(x, z); | ||
|  |              | ||
|  |             uint32x4_t mask = vcltq_f32(x, minDot); | ||
|  |             minDot = vbslq_f32( mask, x, minDot); | ||
|  |             index = vbslq_u32(mask, local_index, index); | ||
|  |             local_index = vaddq_u32(local_index, four); | ||
|  |         } | ||
|  |             break; | ||
|  |              | ||
|  |         default: | ||
|  |             break; | ||
|  |     } | ||
|  |      | ||
|  |      | ||
|  |     // select best answer between hi and lo results
 | ||
|  |     uint32x2_t mask = vclt_f32( vget_high_f32(minDot), vget_low_f32(minDot)); | ||
|  |     float32x2_t minDot2 = vbsl_f32(mask, vget_high_f32(minDot), vget_low_f32(minDot)); | ||
|  |     uint32x2_t index2 = vbsl_u32(mask, vget_high_u32(index), vget_low_u32(index)); | ||
|  |      | ||
|  |     // select best answer between even and odd results
 | ||
|  |     float32x2_t minDotO = vdup_lane_f32(minDot2, 1); | ||
|  |     uint32x2_t indexHi = vdup_lane_u32(index2, 1); | ||
|  |     mask = vclt_f32( minDotO, minDot2 ); | ||
|  |     minDot2 = vbsl_f32(mask, minDotO, minDot2); | ||
|  |     index2 = vbsl_u32(mask, indexHi, index2); | ||
|  |      | ||
|  |     *dotResult = vget_lane_f32( minDot2, 0); | ||
|  |     return vget_lane_u32(index2, 0); | ||
|  |      | ||
|  | } | ||
|  | 
 | ||
|  | #else
 | ||
|  |     #error Unhandled __APPLE__ arch
 | ||
|  | #endif
 | ||
|  | 
 | ||
|  | #endif  /* __APPLE__ */
 | ||
|  | 
 | ||
|  | 
 |