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Box Simd (#6193)
* Box Simd * Add 256 bit version of GetAABB * Add AABB bechmarks * No real diff between 128 & 256, so removing 256 | Method | Mean | Error | StdDev | Ratio | |----------- |----------:|----------:|----------:|------:| | GetAABB | 5.8107 ns | 0.0154 ns | 0.0137 ns | 1.00 | | GetAABB128 | 0.4927 ns | 0.0003 ns | 0.0002 ns | 0.08 | | GetAABB256 | 0.4332 ns | 0.0006 ns | 0.0006 ns | 0.07 | * Add Box2Rotated.Transform Benchmark * Results 20% faster and much smaller code. Also I don't think it inlined RotateVec * Add Matrix3x2Helper.TransformBox() benchmark new: | Method | Mean | Error | StdDev | Code Size | |---------- |---------:|----------:|----------:|----------:| | Transform | 2.463 ns | 0.0766 ns | 0.0679 ns | 216 B | old: | Method | Mean | Error | StdDev | Median | Code Size | |---------- |---------:|----------:|----------:|---------:|----------:| | Transform | 9.469 ns | 0.2140 ns | 0.5408 ns | 9.206 ns | 621 B | * Fix polygon constructor * SlimPolygonBenchmark * use new SimdHelper for other methods * Fix bugs * Use new methods * Simd SlimPolygon.ComputeAABB * Move simd transform to physics * Cleanup * Remove uneccesary Unsafe.SkipInit * These tests all work on master * Add Transform.MulSimd test * Add SlimPolygon constructor tests * Add ComputeAABB test --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -161,47 +161,33 @@ internal partial class Clyde
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}
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/// <summary>
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/// This is effectively a specialized combination of a <see cref="Matrix3.TransformBox(in Box2Rotated)"/> and <see cref="Box2Rotated.CalcBoundingBox()"/>.
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/// This is effectively a specialized combination of a <see cref="Matrix3Helpers.TransformBox(Matrix3x2, in Box2)"/>.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static unsafe Box2 TransformCenteredBox(in Box2 box, float angle, in Vector2 offset, in Vector2 scale)
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internal static unsafe Box2 TransformCenteredBox(in Box2 box, float angle, in Vector2 offset, in Vector2 scale)
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{
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// This function is for sprites, which flip the y axis, so here we flip the definition of t and b relative to the normal function.
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DebugTools.Assert(scale.Y < 0);
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var boxVec = Unsafe.As<Box2, Vector128<float>>(ref Unsafe.AsRef(in box));
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var sin = Vector128.Create(MathF.Sin(angle));
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var cos = Vector128.Create(MathF.Cos(angle));
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var allX = Vector128.Shuffle(boxVec, Vector128.Create(0, 0, 2, 2));
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var allY = Vector128.Shuffle(boxVec, Vector128.Create(1, 3, 3, 1));
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var modX = allX * cos - allY * sin;
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var modY = allX * sin + allY * cos;
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var boxX = Vector128.Shuffle(boxVec, Vector128.Create(0, 0, 2, 2));
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var boxY = Vector128.Shuffle(boxVec, Vector128.Create(1, 3, 3, 1));
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var x = boxX * cos - boxY * sin;
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var y = boxX * sin + boxY * cos;
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var lbrt = SimdHelpers.GetAABB(x, y);
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// This function is for sprites, which flip the y-axis via the scale, so we need to flip t & b.
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DebugTools.Assert(scale.Y < 0);
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lbrt = Vector128.Shuffle(lbrt, Vector128.Create(0,3,2,1));
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var offsetVec = Unsafe.As<Vector2, Vector128<float>>(ref Unsafe.AsRef(in offset)); // upper undefined
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var scaleVec = Unsafe.As<Vector2, Vector128<float>>(ref Unsafe.AsRef(in scale)); // upper undefined
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offsetVec = Vector128.Shuffle(offsetVec, Vector128.Create(0, 1, 0, 1));
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scaleVec = Vector128.Shuffle(scaleVec, Vector128.Create(0, 1, 0, 1));
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Vector128<float> lbrt;
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if (Sse.IsSupported)
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{
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var lrlr = SimdHelpers.MinMaxHorizontalSse(modX);
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var btbt = SimdHelpers.MaxMinHorizontalSse(modY);
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lbrt = Sse.UnpackLow(lrlr, btbt);
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}
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else
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{
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var l = SimdHelpers.MinHorizontal128(allX);
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var b = SimdHelpers.MaxHorizontal128(allY);
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var r = SimdHelpers.MaxHorizontal128(allX);
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var t = SimdHelpers.MinHorizontal128(allY);
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lbrt = SimdHelpers.MergeRows128(l, b, r, t);
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}
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// offset and scale box.
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// note that the scaling here is scaling the whole space, not jut the box. I.e., the centre of the box is changing
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lbrt = (lbrt + offsetVec) * scaleVec;
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return Unsafe.As<Vector128<float>, Box2>(ref lbrt);
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}
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