Merge pull request #59 from jonathanplatzer/avx

Fix alignment issue when using AVX
This commit is contained in:
Recep Aslantas
2018-07-19 11:38:55 +03:00
committed by GitHub
6 changed files with 22 additions and 10 deletions

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@@ -151,7 +151,7 @@ glm_inv_tr(mat4 mat) {
#if defined( __SSE__ ) || defined( __SSE2__ ) #if defined( __SSE__ ) || defined( __SSE2__ )
glm_inv_tr_sse2(mat); glm_inv_tr_sse2(mat);
#else #else
CGLM_ALIGN(16) mat3 r; CGLM_ALIGN_MAT mat3 r;
CGLM_ALIGN(16) vec3 t; CGLM_ALIGN(16) vec3 t;
/* rotate */ /* rotate */

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@@ -244,7 +244,7 @@ glm_scale_uni(mat4 m, float s) {
CGLM_INLINE CGLM_INLINE
void void
glm_rotate_x(mat4 m, float angle, mat4 dest) { glm_rotate_x(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT; CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s; float c, s;
c = cosf(angle); c = cosf(angle);
@@ -269,7 +269,7 @@ glm_rotate_x(mat4 m, float angle, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_rotate_y(mat4 m, float angle, mat4 dest) { glm_rotate_y(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT; CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s; float c, s;
c = cosf(angle); c = cosf(angle);
@@ -294,7 +294,7 @@ glm_rotate_y(mat4 m, float angle, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_rotate_z(mat4 m, float angle, mat4 dest) { glm_rotate_z(mat4 m, float angle, mat4 dest) {
CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT; CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s; float c, s;
c = cosf(angle); c = cosf(angle);
@@ -351,7 +351,7 @@ glm_rotate_make(mat4 m, float angle, vec3 axis) {
CGLM_INLINE CGLM_INLINE
void void
glm_rotate(mat4 m, float angle, vec3 axis) { glm_rotate(mat4 m, float angle, vec3 axis) {
CGLM_ALIGN(16) mat4 rot; CGLM_ALIGN_MAT mat4 rot;
glm_rotate_make(rot, angle, axis); glm_rotate_make(rot, angle, axis);
glm_mul_rot(m, rot, m); glm_mul_rot(m, rot, m);
} }

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@@ -81,7 +81,7 @@ glm_mat3_copy(mat3 mat, mat3 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_mat3_identity(mat3 mat) { glm_mat3_identity(mat3 mat) {
CGLM_ALIGN(16) mat3 t = GLM_MAT3_IDENTITY_INIT; CGLM_ALIGN_MAT mat3 t = GLM_MAT3_IDENTITY_INIT;
glm_mat3_copy(t, mat); glm_mat3_copy(t, mat);
} }
@@ -155,7 +155,7 @@ glm_mat3_transpose_to(mat3 m, mat3 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_mat3_transpose(mat3 m) { glm_mat3_transpose(mat3 m) {
CGLM_ALIGN(16) mat3 tmp; CGLM_ALIGN_MAT mat3 tmp;
tmp[0][1] = m[1][0]; tmp[0][1] = m[1][0];
tmp[0][2] = m[2][0]; tmp[0][2] = m[2][0];

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@@ -139,7 +139,7 @@ glm_mat4_copy(mat4 mat, mat4 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_mat4_identity(mat4 mat) { glm_mat4_identity(mat4 mat) {
CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT; CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
glm_mat4_copy(t, mat); glm_mat4_copy(t, mat);
} }

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@@ -742,7 +742,7 @@ glm_quat_rotatev(versor q, vec3 v, vec3 dest) {
CGLM_INLINE CGLM_INLINE
void void
glm_quat_rotate(mat4 m, versor q, mat4 dest) { glm_quat_rotate(mat4 m, versor q, mat4 dest) {
CGLM_ALIGN(16) mat4 rot; CGLM_ALIGN_MAT mat4 rot;
glm_quat_mat4(q, rot); glm_quat_mat4(q, rot);
glm_mul_rot(m, rot, dest); glm_mul_rot(m, rot, dest);
} }

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@@ -26,13 +26,25 @@
# define CGLM_ALIGN_IF(X) /* no alignment */ # define CGLM_ALIGN_IF(X) /* no alignment */
#endif #endif
#ifdef __AVX__
# define CGLM_ALIGN_MAT CGLM_ALIGN(32)
#else
# define CGLM_ALIGN_MAT CGLM_ALIGN(16)
#endif
typedef float vec2[2]; typedef float vec2[2];
typedef CGLM_ALIGN_IF(8) float vec3[3]; typedef CGLM_ALIGN_IF(8) float vec3[3];
typedef int ivec3[3]; typedef int ivec3[3];
typedef CGLM_ALIGN_IF(16) float vec4[4]; typedef CGLM_ALIGN_IF(16) float vec4[4];
typedef vec3 mat3[3]; #ifdef __AVX__
typedef CGLM_ALIGN_IF(32) vec3 mat3[3];
typedef CGLM_ALIGN_IF(32) vec4 mat4[4];
#else
typedef vec3 mat3[3];
typedef CGLM_ALIGN_IF(16) vec4 mat4[4]; typedef CGLM_ALIGN_IF(16) vec4 mat4[4];
#endif
typedef vec4 versor; typedef vec4 versor;