1 #include "mod_skeletal_animatevertices_sse.h"
5 #ifdef MATRIX4x4_OPENGLORIENTATION
6 #error "SSE skeletal requires D3D matrix layout"
11 void Mod_Skeletal_AnimateVertices_SSE(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
13 // vertex weighted skeletal
16 matrix4x4_t *bonepose;
17 matrix4x4_t *boneposerelative;
20 const blendweights_t * RESTRICT weights;
21 int num_vertices_minus_one;
23 if (!model->surfmesh.num_vertices)
26 if (!model->num_bones)
28 if (vertex3f) memcpy(vertex3f, model->surfmesh.data_vertex3f, model->surfmesh.num_vertices*sizeof(float[3]));
29 if (normal3f) memcpy(normal3f, model->surfmesh.data_normal3f, model->surfmesh.num_vertices*sizeof(float[3]));
30 if (svector3f) memcpy(svector3f, model->surfmesh.data_svector3f, model->surfmesh.num_vertices*sizeof(float[3]));
31 if (tvector3f) memcpy(tvector3f, model->surfmesh.data_tvector3f, model->surfmesh.num_vertices*sizeof(float[3]));
35 num_vertices_minus_one = model->surfmesh.num_vertices - 1;
37 //unsigned long long ts = rdtsc();
38 bonepose = (matrix4x4_t *) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(matrix4x4_t) * (model->num_bones*2 + model->surfmesh.num_blends));
39 boneposerelative = bonepose + model->num_bones;
41 if (skeleton && !skeleton->relativetransforms)
44 // interpolate matrices
47 for (i = 0;i < model->num_bones;i++)
49 // relativetransforms is in GL column-major order, which is what we need for SSE
50 // transposed style processing
51 if (model->data_bones[i].parent >= 0)
52 Matrix4x4_Concat(&bonepose[i], &bonepose[model->data_bones[i].parent], &skeleton->relativetransforms[i]);
54 memcpy(&bonepose[i], &skeleton->relativetransforms[i], sizeof(matrix4x4_t));
56 // create a relative deformation matrix to describe displacement
57 // from the base mesh, which is used by the actual weighting
58 Matrix4x4_FromArray12FloatD3D(&mm, model->data_baseboneposeinverse + i * 12); // baseboneposeinverse is 4x3 row-major
59 Matrix4x4_Concat(&mm2, &bonepose[i], &mm);
60 Matrix4x4_Transpose(&boneposerelative[i], &mm2); // TODO: Eliminate this transpose
65 float originscale = model->num_posescale;
67 const short * RESTRICT pose6s;
69 for (i = 0;i < model->num_bones;i++)
71 memset(m, 0, sizeof(m));
72 for (blends = 0;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
74 pose6s = model->data_poses6s + 6 * (frameblend[blends].subframe * model->num_bones + i);
75 lerp = frameblend[blends].lerp;
76 x = pose6s[3] * (1.0f / 32767.0f);
77 y = pose6s[4] * (1.0f / 32767.0f);
78 z = pose6s[5] * (1.0f / 32767.0f);
79 w = 1.0f - (x*x+y*y+z*z);
80 w = w > 0.0f ? -sqrt(w) : 0.0f;
81 m[ 0] += (1-2*(y*y+z*z)) * lerp;
82 m[ 1] += ( 2*(x*y-z*w)) * lerp;
83 m[ 2] += ( 2*(x*z+y*w)) * lerp;
84 m[ 3] += (pose6s[0] * originscale) * lerp;
85 m[ 4] += ( 2*(x*y+z*w)) * lerp;
86 m[ 5] += (1-2*(x*x+z*z)) * lerp;
87 m[ 6] += ( 2*(y*z-x*w)) * lerp;
88 m[ 7] += (pose6s[1] * originscale) * lerp;
89 m[ 8] += ( 2*(x*z-y*w)) * lerp;
90 m[ 9] += ( 2*(y*z+x*w)) * lerp;
91 m[10] += (1-2*(x*x+y*y)) * lerp;
92 m[11] += (pose6s[2] * originscale) * lerp;
95 VectorNormalize(m + 4);
96 VectorNormalize(m + 8);
97 if (i == r_skeletal_debugbone.integer)
98 m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
99 m[3] *= r_skeletal_debugtranslatex.value;
100 m[7] *= r_skeletal_debugtranslatey.value;
101 m[11] *= r_skeletal_debugtranslatez.value;
102 Matrix4x4_FromArray12FloatD3D(&mm, m);
103 if (model->data_bones[i].parent >= 0)
104 Matrix4x4_Concat(&bonepose[i], &bonepose[model->data_bones[i].parent], &mm);
106 memcpy(&bonepose[i], &mm, sizeof(mm));
107 // create a relative deformation matrix to describe displacement
108 // from the base mesh, which is used by the actual weighting
109 Matrix4x4_FromArray12FloatD3D(&mm, model->data_baseboneposeinverse + i * 12); // baseboneposeinverse is 4x3 row-major
110 Matrix4x4_Concat(&mm2, &bonepose[i], &mm);
111 Matrix4x4_Transpose(&boneposerelative[i], &mm2); // TODO: Eliminate this transpose
115 // generate matrices for all blend combinations
116 weights = model->surfmesh.data_blendweights;
117 for (i = 0;i < model->surfmesh.num_blends;i++, weights++)
119 float * RESTRICT b = &boneposerelative[model->num_bones + i].m[0][0];
120 const float * RESTRICT m = &boneposerelative[weights->index[0]].m[0][0];
121 float f = weights->influence[0] * (1.0f / 255.0f);
122 __m128 fv = _mm_set_ps1(f);
123 __m128 b0 = _mm_load_ps(m);
124 __m128 b1 = _mm_load_ps(m+4);
125 __m128 b2 = _mm_load_ps(m+8);
126 __m128 b3 = _mm_load_ps(m+12);
127 __m128 m0, m1, m2, m3;
128 b0 = _mm_mul_ps(b0, fv);
129 b1 = _mm_mul_ps(b1, fv);
130 b2 = _mm_mul_ps(b2, fv);
131 b3 = _mm_mul_ps(b3, fv);
132 for (k = 1;k < 4 && weights->influence[k];k++)
134 m = &boneposerelative[weights->index[k]].m[0][0];
135 f = weights->influence[k] * (1.0f / 255.0f);
138 m1 = _mm_load_ps(m+4);
139 m2 = _mm_load_ps(m+8);
140 m3 = _mm_load_ps(m+12);
141 m0 = _mm_mul_ps(m0, fv);
142 m1 = _mm_mul_ps(m1, fv);
143 m2 = _mm_mul_ps(m2, fv);
144 m3 = _mm_mul_ps(m3, fv);
145 b0 = _mm_add_ps(m0, b0);
146 b1 = _mm_add_ps(m1, b1);
147 b2 = _mm_add_ps(m2, b2);
148 b3 = _mm_add_ps(m3, b3);
151 _mm_store_ps(b+4, b1);
152 _mm_store_ps(b+8, b2);
153 _mm_store_ps(b+12, b3);
156 #define LOAD_MATRIX_SCALAR() const float * RESTRICT m = &boneposerelative[*b].m[0][0]
158 #define LOAD_MATRIX3() \
159 const float * RESTRICT m = &boneposerelative[*b].m[0][0]; \
160 /* bonepose array is 16 byte aligned */ \
161 __m128 m1 = _mm_load_ps((m)); \
162 __m128 m2 = _mm_load_ps((m)+4); \
163 __m128 m3 = _mm_load_ps((m)+8);
164 #define LOAD_MATRIX4() \
165 const float * RESTRICT m = &boneposerelative[*b].m[0][0]; \
166 /* bonepose array is 16 byte aligned */ \
167 __m128 m1 = _mm_load_ps((m)); \
168 __m128 m2 = _mm_load_ps((m)+4); \
169 __m128 m3 = _mm_load_ps((m)+8); \
170 __m128 m4 = _mm_load_ps((m)+12)
172 /* Note that matrix is 4x4 and transposed compared to non-USE_SSE codepath */
173 #define TRANSFORM_POSITION_SCALAR(in, out) \
174 (out)[0] = ((in)[0] * m[0] + (in)[1] * m[4] + (in)[2] * m[ 8] + m[12]); \
175 (out)[1] = ((in)[0] * m[1] + (in)[1] * m[5] + (in)[2] * m[ 9] + m[13]); \
176 (out)[2] = ((in)[0] * m[2] + (in)[1] * m[6] + (in)[2] * m[10] + m[14]);
177 #define TRANSFORM_VECTOR_SCALAR(in, out) \
178 (out)[0] = ((in)[0] * m[0] + (in)[1] * m[4] + (in)[2] * m[ 8]); \
179 (out)[1] = ((in)[0] * m[1] + (in)[1] * m[5] + (in)[2] * m[ 9]); \
180 (out)[2] = ((in)[0] * m[2] + (in)[1] * m[6] + (in)[2] * m[10]);
182 #define TRANSFORM_POSITION(in, out) { \
183 __m128 pin = _mm_loadu_ps(in); /* we ignore the value in the last element (x from the next vertex) */ \
184 __m128 x = _mm_shuffle_ps(pin, pin, 0x0); \
185 __m128 t1 = _mm_mul_ps(x, m1); \
188 __m128 y = _mm_shuffle_ps(pin, pin, 0x55); \
189 __m128 t2 = _mm_mul_ps(y, m2); \
190 __m128 t3 = _mm_add_ps(t1, t2); \
193 __m128 z = _mm_shuffle_ps(pin, pin, 0xaa); \
194 __m128 t4 = _mm_mul_ps(z, m3); \
195 __m128 t5 = _mm_add_ps(t3, t4); \
198 __m128 pout = _mm_add_ps(t5, m4); \
199 _mm_storeu_ps((out), pout); \
202 #define TRANSFORM_VECTOR(in, out) { \
203 __m128 vin = _mm_loadu_ps(in); \
206 __m128 x = _mm_shuffle_ps(vin, vin, 0x0); \
207 __m128 t1 = _mm_mul_ps(x, m1); \
210 __m128 y = _mm_shuffle_ps(vin, vin, 0x55); \
211 __m128 t2 = _mm_mul_ps(y, m2); \
212 __m128 t3 = _mm_add_ps(t1, t2); \
214 /* nz, + (ny + nx) */ \
215 __m128 z = _mm_shuffle_ps(vin, vin, 0xaa); \
216 __m128 t4 = _mm_mul_ps(z, m3); \
217 __m128 vout = _mm_add_ps(t3, t4); \
218 _mm_storeu_ps((out), vout); \
221 // transform vertex attributes by blended matrices
224 const float * RESTRICT v = model->surfmesh.data_vertex3f;
225 const unsigned short * RESTRICT b = model->surfmesh.blends;
226 // special case common combinations of attributes to avoid repeated loading of matrices
229 const float * RESTRICT n = model->surfmesh.data_normal3f;
230 if (svector3f && tvector3f)
232 const float * RESTRICT sv = model->surfmesh.data_svector3f;
233 const float * RESTRICT tv = model->surfmesh.data_tvector3f;
235 // Note that for SSE each iteration stores one element past end, so we break one vertex short
236 // and handle that with scalars in that case
237 for (i = 0; i < num_vertices_minus_one; i++, v += 3, n += 3, sv += 3, tv += 3, b++,
238 vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3)
241 TRANSFORM_POSITION(v, vertex3f);
242 TRANSFORM_VECTOR(n, normal3f);
243 TRANSFORM_VECTOR(sv, svector3f);
244 TRANSFORM_VECTOR(tv, tvector3f);
247 // Last vertex needs to be done with scalars to avoid reading/writing 1 word past end of arrays
249 LOAD_MATRIX_SCALAR();
250 TRANSFORM_POSITION_SCALAR(v, vertex3f);
251 TRANSFORM_VECTOR_SCALAR(n, normal3f);
252 TRANSFORM_VECTOR_SCALAR(sv, svector3f);
253 TRANSFORM_VECTOR_SCALAR(tv, tvector3f);
255 //printf("elapsed ticks: %llu\n", rdtsc() - ts); // XXX
259 for (i = 0;i < num_vertices_minus_one; i++, v += 3, n += 3, b++, vertex3f += 3, normal3f += 3)
262 TRANSFORM_POSITION(v, vertex3f);
263 TRANSFORM_VECTOR(n, normal3f);
266 LOAD_MATRIX_SCALAR();
267 TRANSFORM_POSITION_SCALAR(v, vertex3f);
268 TRANSFORM_VECTOR_SCALAR(n, normal3f);
273 for (i = 0;i < num_vertices_minus_one; i++, v += 3, b++, vertex3f += 3)
276 TRANSFORM_POSITION(v, vertex3f);
279 LOAD_MATRIX_SCALAR();
280 TRANSFORM_POSITION_SCALAR(v, vertex3f);
287 const float * RESTRICT n = model->surfmesh.data_normal3f;
288 const unsigned short * RESTRICT b = model->surfmesh.blends;
289 for (i = 0; i < num_vertices_minus_one; i++, n += 3, b++, normal3f += 3)
292 TRANSFORM_VECTOR(n, normal3f);
295 LOAD_MATRIX_SCALAR();
296 TRANSFORM_VECTOR_SCALAR(n, normal3f);
302 const float * RESTRICT sv = model->surfmesh.data_svector3f;
303 const unsigned short * RESTRICT b = model->surfmesh.blends;
304 for (i = 0; i < num_vertices_minus_one; i++, sv += 3, b++, svector3f += 3)
307 TRANSFORM_VECTOR(sv, svector3f);
310 LOAD_MATRIX_SCALAR();
311 TRANSFORM_VECTOR_SCALAR(sv, svector3f);
317 const float * RESTRICT tv = model->surfmesh.data_tvector3f;
318 const unsigned short * RESTRICT b = model->surfmesh.blends;
319 for (i = 0; i < num_vertices_minus_one; i++, tv += 3, b++, tvector3f += 3)
322 TRANSFORM_VECTOR(tv, tvector3f);
325 LOAD_MATRIX_SCALAR();
326 TRANSFORM_VECTOR_SCALAR(tv, tvector3f);
332 #undef TRANSFORM_POSITION
333 #undef TRANSFORM_VECTOR
334 #undef LOAD_MATRIX_SCALAR
335 #undef TRANSFORM_POSITION_SCALAR
336 #undef TRANSFORM_VECTOR_SCALAR