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 num_vertices_minus_one = model->surfmesh.num_vertices - 1;
25 //unsigned long long ts = rdtsc();
26 bonepose = (matrix4x4_t *) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(matrix4x4_t) * (model->num_bones*2 + model->surfmesh.num_blends));
27 boneposerelative = bonepose + model->num_bones;
29 if (skeleton && !skeleton->relativetransforms)
32 // interpolate matrices
35 for (i = 0;i < model->num_bones;i++)
37 // relativetransforms is in GL column-major order, which is what we need for SSE
38 // transposed style processing
39 if (model->data_bones[i].parent >= 0)
40 Matrix4x4_Concat(&bonepose[i], &bonepose[model->data_bones[i].parent], &skeleton->relativetransforms[i]);
42 memcpy(&bonepose[i], &skeleton->relativetransforms[i], sizeof(matrix4x4_t));
44 // create a relative deformation matrix to describe displacement
45 // from the base mesh, which is used by the actual weighting
46 Matrix4x4_FromArray12FloatD3D(&mm, model->data_baseboneposeinverse + i * 12); // baseboneposeinverse is 4x3 row-major
47 Matrix4x4_Concat(&mm2, &bonepose[i], &mm);
48 Matrix4x4_Transpose(&boneposerelative[i], &mm2); // TODO: Eliminate this transpose
53 float originscale = model->num_posescale;
55 const short * RESTRICT pose7s;
57 for (i = 0;i < model->num_bones;i++)
59 memset(m, 0, sizeof(m));
60 for (blends = 0;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
62 pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
63 lerp = frameblend[blends].lerp;
64 x = pose7s[3] * (1.0f / 32767.0f);
65 y = pose7s[4] * (1.0f / 32767.0f);
66 z = pose7s[5] * (1.0f / 32767.0f);
67 w = pose7s[6] * (1.0f / 32767.0f);
68 m[ 0] += (1-2*(y*y+z*z)) * lerp;
69 m[ 1] += ( 2*(x*y-z*w)) * lerp;
70 m[ 2] += ( 2*(x*z+y*w)) * lerp;
71 m[ 3] += (pose7s[0] * originscale) * lerp;
72 m[ 4] += ( 2*(x*y+z*w)) * lerp;
73 m[ 5] += (1-2*(x*x+z*z)) * lerp;
74 m[ 6] += ( 2*(y*z-x*w)) * lerp;
75 m[ 7] += (pose7s[1] * originscale) * lerp;
76 m[ 8] += ( 2*(x*z-y*w)) * lerp;
77 m[ 9] += ( 2*(y*z+x*w)) * lerp;
78 m[10] += (1-2*(x*x+y*y)) * lerp;
79 m[11] += (pose7s[2] * originscale) * lerp;
82 VectorNormalize(m + 4);
83 VectorNormalize(m + 8);
84 if (i == r_skeletal_debugbone.integer)
85 m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
86 m[3] *= r_skeletal_debugtranslatex.value;
87 m[7] *= r_skeletal_debugtranslatey.value;
88 m[11] *= r_skeletal_debugtranslatez.value;
89 Matrix4x4_FromArray12FloatD3D(&mm, m);
90 if (model->data_bones[i].parent >= 0)
91 Matrix4x4_Concat(&bonepose[i], &bonepose[model->data_bones[i].parent], &mm);
93 memcpy(&bonepose[i], &mm, sizeof(mm));
94 // create a relative deformation matrix to describe displacement
95 // from the base mesh, which is used by the actual weighting
96 Matrix4x4_FromArray12FloatD3D(&mm, model->data_baseboneposeinverse + i * 12); // baseboneposeinverse is 4x3 row-major
97 Matrix4x4_Concat(&mm2, &bonepose[i], &mm);
98 Matrix4x4_Transpose(&boneposerelative[i], &mm2); // TODO: Eliminate this transpose
102 // generate matrices for all blend combinations
103 weights = model->surfmesh.data_blendweights;
104 for (i = 0;i < model->surfmesh.num_blends;i++, weights++)
106 float * RESTRICT b = &boneposerelative[model->num_bones + i].m[0][0];
107 const float * RESTRICT m = &boneposerelative[weights->index[0]].m[0][0];
108 float f = weights->influence[0] * (1.0f / 255.0f);
109 __m128 fv = _mm_set_ps1(f);
110 __m128 b0 = _mm_load_ps(m);
111 __m128 b1 = _mm_load_ps(m+4);
112 __m128 b2 = _mm_load_ps(m+8);
113 __m128 b3 = _mm_load_ps(m+12);
114 __m128 m0, m1, m2, m3;
115 b0 = _mm_mul_ps(b0, fv);
116 b1 = _mm_mul_ps(b1, fv);
117 b2 = _mm_mul_ps(b2, fv);
118 b3 = _mm_mul_ps(b3, fv);
119 for (k = 1;k < 4 && weights->influence[k];k++)
121 m = &boneposerelative[weights->index[k]].m[0][0];
122 f = weights->influence[k] * (1.0f / 255.0f);
125 m1 = _mm_load_ps(m+4);
126 m2 = _mm_load_ps(m+8);
127 m3 = _mm_load_ps(m+12);
128 m0 = _mm_mul_ps(m0, fv);
129 m1 = _mm_mul_ps(m1, fv);
130 m2 = _mm_mul_ps(m2, fv);
131 m3 = _mm_mul_ps(m3, fv);
132 b0 = _mm_add_ps(m0, b0);
133 b1 = _mm_add_ps(m1, b1);
134 b2 = _mm_add_ps(m2, b2);
135 b3 = _mm_add_ps(m3, b3);
138 _mm_store_ps(b+4, b1);
139 _mm_store_ps(b+8, b2);
140 _mm_store_ps(b+12, b3);
143 #define LOAD_MATRIX_SCALAR() const float * RESTRICT m = &boneposerelative[*b].m[0][0]
145 #define LOAD_MATRIX3() \
146 const float * RESTRICT m = &boneposerelative[*b].m[0][0]; \
147 /* bonepose array is 16 byte aligned */ \
148 __m128 m1 = _mm_load_ps((m)); \
149 __m128 m2 = _mm_load_ps((m)+4); \
150 __m128 m3 = _mm_load_ps((m)+8);
151 #define LOAD_MATRIX4() \
152 const float * RESTRICT m = &boneposerelative[*b].m[0][0]; \
153 /* bonepose array is 16 byte aligned */ \
154 __m128 m1 = _mm_load_ps((m)); \
155 __m128 m2 = _mm_load_ps((m)+4); \
156 __m128 m3 = _mm_load_ps((m)+8); \
157 __m128 m4 = _mm_load_ps((m)+12)
159 /* Note that matrix is 4x4 and transposed compared to non-USE_SSE codepath */
160 #define TRANSFORM_POSITION_SCALAR(in, out) \
161 (out)[0] = ((in)[0] * m[0] + (in)[1] * m[4] + (in)[2] * m[ 8] + m[12]); \
162 (out)[1] = ((in)[0] * m[1] + (in)[1] * m[5] + (in)[2] * m[ 9] + m[13]); \
163 (out)[2] = ((in)[0] * m[2] + (in)[1] * m[6] + (in)[2] * m[10] + m[14]);
164 #define TRANSFORM_VECTOR_SCALAR(in, out) \
165 (out)[0] = ((in)[0] * m[0] + (in)[1] * m[4] + (in)[2] * m[ 8]); \
166 (out)[1] = ((in)[0] * m[1] + (in)[1] * m[5] + (in)[2] * m[ 9]); \
167 (out)[2] = ((in)[0] * m[2] + (in)[1] * m[6] + (in)[2] * m[10]);
169 #define TRANSFORM_POSITION(in, out) { \
170 __m128 pin = _mm_loadu_ps(in); /* we ignore the value in the last element (x from the next vertex) */ \
171 __m128 x = _mm_shuffle_ps(pin, pin, 0x0); \
172 __m128 t1 = _mm_mul_ps(x, m1); \
175 __m128 y = _mm_shuffle_ps(pin, pin, 0x55); \
176 __m128 t2 = _mm_mul_ps(y, m2); \
177 __m128 t3 = _mm_add_ps(t1, t2); \
180 __m128 z = _mm_shuffle_ps(pin, pin, 0xaa); \
181 __m128 t4 = _mm_mul_ps(z, m3); \
182 __m128 t5 = _mm_add_ps(t3, t4); \
185 __m128 pout = _mm_add_ps(t5, m4); \
186 _mm_storeu_ps((out), pout); \
189 #define TRANSFORM_VECTOR(in, out) { \
190 __m128 vin = _mm_loadu_ps(in); \
193 __m128 x = _mm_shuffle_ps(vin, vin, 0x0); \
194 __m128 t1 = _mm_mul_ps(x, m1); \
197 __m128 y = _mm_shuffle_ps(vin, vin, 0x55); \
198 __m128 t2 = _mm_mul_ps(y, m2); \
199 __m128 t3 = _mm_add_ps(t1, t2); \
201 /* nz, + (ny + nx) */ \
202 __m128 z = _mm_shuffle_ps(vin, vin, 0xaa); \
203 __m128 t4 = _mm_mul_ps(z, m3); \
204 __m128 vout = _mm_add_ps(t3, t4); \
205 _mm_storeu_ps((out), vout); \
208 // transform vertex attributes by blended matrices
211 const float * RESTRICT v = model->surfmesh.data_vertex3f;
212 const unsigned short * RESTRICT b = model->surfmesh.blends;
213 // special case common combinations of attributes to avoid repeated loading of matrices
216 const float * RESTRICT n = model->surfmesh.data_normal3f;
217 if (svector3f && tvector3f)
219 const float * RESTRICT sv = model->surfmesh.data_svector3f;
220 const float * RESTRICT tv = model->surfmesh.data_tvector3f;
222 // Note that for SSE each iteration stores one element past end, so we break one vertex short
223 // and handle that with scalars in that case
224 for (i = 0; i < num_vertices_minus_one; i++, v += 3, n += 3, sv += 3, tv += 3, b++,
225 vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3)
228 TRANSFORM_POSITION(v, vertex3f);
229 TRANSFORM_VECTOR(n, normal3f);
230 TRANSFORM_VECTOR(sv, svector3f);
231 TRANSFORM_VECTOR(tv, tvector3f);
234 // Last vertex needs to be done with scalars to avoid reading/writing 1 word past end of arrays
236 LOAD_MATRIX_SCALAR();
237 TRANSFORM_POSITION_SCALAR(v, vertex3f);
238 TRANSFORM_VECTOR_SCALAR(n, normal3f);
239 TRANSFORM_VECTOR_SCALAR(sv, svector3f);
240 TRANSFORM_VECTOR_SCALAR(tv, tvector3f);
242 //printf("elapsed ticks: %llu\n", rdtsc() - ts); // XXX
246 for (i = 0;i < num_vertices_minus_one; i++, v += 3, n += 3, b++, vertex3f += 3, normal3f += 3)
249 TRANSFORM_POSITION(v, vertex3f);
250 TRANSFORM_VECTOR(n, normal3f);
253 LOAD_MATRIX_SCALAR();
254 TRANSFORM_POSITION_SCALAR(v, vertex3f);
255 TRANSFORM_VECTOR_SCALAR(n, normal3f);
260 for (i = 0;i < num_vertices_minus_one; i++, v += 3, b++, vertex3f += 3)
263 TRANSFORM_POSITION(v, vertex3f);
266 LOAD_MATRIX_SCALAR();
267 TRANSFORM_POSITION_SCALAR(v, vertex3f);
274 const float * RESTRICT n = model->surfmesh.data_normal3f;
275 const unsigned short * RESTRICT b = model->surfmesh.blends;
276 for (i = 0; i < num_vertices_minus_one; i++, n += 3, b++, normal3f += 3)
279 TRANSFORM_VECTOR(n, normal3f);
282 LOAD_MATRIX_SCALAR();
283 TRANSFORM_VECTOR_SCALAR(n, normal3f);
289 const float * RESTRICT sv = model->surfmesh.data_svector3f;
290 const unsigned short * RESTRICT b = model->surfmesh.blends;
291 for (i = 0; i < num_vertices_minus_one; i++, sv += 3, b++, svector3f += 3)
294 TRANSFORM_VECTOR(sv, svector3f);
297 LOAD_MATRIX_SCALAR();
298 TRANSFORM_VECTOR_SCALAR(sv, svector3f);
304 const float * RESTRICT tv = model->surfmesh.data_tvector3f;
305 const unsigned short * RESTRICT b = model->surfmesh.blends;
306 for (i = 0; i < num_vertices_minus_one; i++, tv += 3, b++, tvector3f += 3)
309 TRANSFORM_VECTOR(tv, tvector3f);
312 LOAD_MATRIX_SCALAR();
313 TRANSFORM_VECTOR_SCALAR(tv, tvector3f);
319 #undef TRANSFORM_POSITION
320 #undef TRANSFORM_VECTOR
321 #undef LOAD_MATRIX_SCALAR
322 #undef TRANSFORM_POSITION_SCALAR
323 #undef TRANSFORM_VECTOR_SCALAR