]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - mod_skeletal_animatevertices_sse.c
Fix engine not starting on Windows if linked against SDL > 2.0.5
[xonotic/darkplaces.git] / mod_skeletal_animatevertices_sse.c
index 044a250bf416c1174c0a054b1353cd41cc307792..ea39f8a038dda22b4da35c3705b786ea9f17bc46 100644 (file)
@@ -15,8 +15,6 @@ void Mod_Skeletal_AnimateVertices_SSE(const dp_model_t * RESTRICT model, const f
        int blends;
        matrix4x4_t *bonepose;
        matrix4x4_t *boneposerelative;
-       float m[12];
-       matrix4x4_t mm, mm2;
        const blendweights_t * RESTRICT weights;
        int num_vertices_minus_one;
 
@@ -34,85 +32,190 @@ void Mod_Skeletal_AnimateVertices_SSE(const dp_model_t * RESTRICT model, const f
        {
                for (i = 0;i < model->num_bones;i++)
                {
-                       // relativetransforms is in GL column-major order, which is what we need for SSE
-                       // transposed style processing
+                       const float * RESTRICT n = model->data_baseboneposeinverse + i * 12;
+                       matrix4x4_t * RESTRICT s = &skeleton->relativetransforms[i];
+                       matrix4x4_t * RESTRICT b = &bonepose[i];
+                       matrix4x4_t * RESTRICT r = &boneposerelative[i];
+                       __m128 b0, b1, b2, b3, r0, r1, r2, r3, nr;
                        if (model->data_bones[i].parent >= 0)
-                               Matrix4x4_Concat(&bonepose[i], &bonepose[model->data_bones[i].parent], &skeleton->relativetransforms[i]);
+                       {
+                               const matrix4x4_t * RESTRICT p = &bonepose[model->data_bones[i].parent];
+                               __m128 s0 = _mm_loadu_ps(s->m[0]), s1 = _mm_loadu_ps(s->m[1]), s2 = _mm_loadu_ps(s->m[2]);
+#ifdef OPENGLORIENTATION
+                               __m128 s3 = _mm_loadu_ps(s->m[3]);
+#define SKELETON_MATRIX(r, c) _mm_shuffle_ps(s##c, s##c, _MM_SHUFFLE(r, r, r, r))
+#else
+#define SKELETON_MATRIX(r, c) _mm_shuffle_ps(s##r, s##r, _MM_SHUFFLE(c, c, c, c))
+#endif
+                               __m128 pr = _mm_load_ps(p->m[0]);
+                               b0 = _mm_mul_ps(pr, SKELETON_MATRIX(0, 0));
+                               b1 = _mm_mul_ps(pr, SKELETON_MATRIX(0, 1));
+                               b2 = _mm_mul_ps(pr, SKELETON_MATRIX(0, 2));
+                               b3 = _mm_mul_ps(pr, SKELETON_MATRIX(0, 3));
+                               pr = _mm_load_ps(p->m[1]);
+                               b0 = _mm_add_ps(b0, _mm_mul_ps(pr, SKELETON_MATRIX(1, 0)));
+                               b1 = _mm_add_ps(b1, _mm_mul_ps(pr, SKELETON_MATRIX(1, 1)));
+                               b2 = _mm_add_ps(b2, _mm_mul_ps(pr, SKELETON_MATRIX(1, 2)));
+                               b3 = _mm_add_ps(b3, _mm_mul_ps(pr, SKELETON_MATRIX(1, 3)));
+                               pr = _mm_load_ps(p->m[2]);
+                               b0 = _mm_add_ps(b0, _mm_mul_ps(pr, SKELETON_MATRIX(2, 0)));
+                               b1 = _mm_add_ps(b1, _mm_mul_ps(pr, SKELETON_MATRIX(2, 1)));
+                               b2 = _mm_add_ps(b2, _mm_mul_ps(pr, SKELETON_MATRIX(2, 2)));
+                               b3 = _mm_add_ps(b3, _mm_mul_ps(pr, SKELETON_MATRIX(2, 3)));
+                               b3 = _mm_add_ps(b3, _mm_load_ps(p->m[3]));
+                       }
                        else
-                               memcpy(&bonepose[i], &skeleton->relativetransforms[i], sizeof(matrix4x4_t));
-
-                       // create a relative deformation matrix to describe displacement
-                       // from the base mesh, which is used by the actual weighting
-                       Matrix4x4_FromArray12FloatD3D(&mm, model->data_baseboneposeinverse + i * 12); // baseboneposeinverse is 4x3 row-major
-                       Matrix4x4_Concat(&mm2, &bonepose[i], &mm);
-                       Matrix4x4_Transpose(&boneposerelative[i], &mm2); // TODO: Eliminate this transpose
+                       {
+                               b0 = _mm_loadu_ps(s->m[0]);
+                               b1 = _mm_loadu_ps(s->m[1]);
+                               b2 = _mm_loadu_ps(s->m[2]);
+                               b3 = _mm_loadu_ps(s->m[3]);
+#ifndef OPENGLORIENTATION
+                               _MM_TRANSPOSE4_PS(b0, b1, b2, b3);
+#endif
+                       }
+                       _mm_store_ps(b->m[0], b0);
+                       _mm_store_ps(b->m[1], b1);
+                       _mm_store_ps(b->m[2], b2);
+                       _mm_store_ps(b->m[3], b3);
+                       nr = _mm_loadu_ps(n);
+                       r0 = _mm_mul_ps(b0, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(0, 0, 0, 0)));
+                       r1 = _mm_mul_ps(b0, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(1, 1, 1, 1)));
+                       r2 = _mm_mul_ps(b0, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(2, 2, 2, 2)));
+                       r3 = _mm_mul_ps(b0, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(3, 3, 3, 3)));
+                       nr = _mm_loadu_ps(n+4);
+                       r0 = _mm_add_ps(r0, _mm_mul_ps(b1, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(0, 0, 0, 0))));
+                       r1 = _mm_add_ps(r1, _mm_mul_ps(b1, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(1, 1, 1, 1))));
+                       r2 = _mm_add_ps(r2, _mm_mul_ps(b1, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(2, 2, 2, 2))));
+                       r3 = _mm_add_ps(r3, _mm_mul_ps(b1, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(3, 3, 3, 3))));
+                       nr = _mm_loadu_ps(n+8);
+                       r0 = _mm_add_ps(r0, _mm_mul_ps(b2, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(0, 0, 0, 0))));
+                       r1 = _mm_add_ps(r1, _mm_mul_ps(b2, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(1, 1, 1, 1))));
+                       r2 = _mm_add_ps(r2, _mm_mul_ps(b2, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(2, 2, 2, 2))));
+                       r3 = _mm_add_ps(r3, _mm_mul_ps(b2, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(3, 3, 3, 3))));
+                       r3 = _mm_add_ps(r3, b3);
+                       _mm_store_ps(r->m[0], r0);
+                       _mm_store_ps(r->m[1], r1);
+                       _mm_store_ps(r->m[2], r2);
+                       _mm_store_ps(r->m[3], r3);
                }
        }
        else
        {
-               float originscale = -model->num_posescale;
                for (i = 0;i < model->num_bones;i++)
                {
-                       const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
-                       float lerp = frameblend[0].lerp,
-                               tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
-                               rx = pose7s[3] * lerp,
-                               ry = pose7s[4] * lerp,
-                               rz = pose7s[5] * lerp,
-                               rw = pose7s[6] * lerp,
-                               dx = tx*rw + ty*rz - tz*ry,
-                               dy = -tx*rz + ty*rw + tz*rx,
-                               dz = tx*ry - ty*rx + tz*rw,
-                               dw = -tx*rx - ty*ry - tz*rz,
-                               scale;
+                       float m[12];
+                       const short * RESTRICT firstpose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
+                       float firstlerp = frameblend[0].lerp,
+                               firsttx = firstpose7s[0], firstty = firstpose7s[1], firsttz = firstpose7s[2],
+                               rx = firstpose7s[3] * firstlerp,
+                               ry = firstpose7s[4] * firstlerp,
+                               rz = firstpose7s[5] * firstlerp,
+                               rw = firstpose7s[6] * firstlerp,
+                               dx = firsttx*rw + firstty*rz - firsttz*ry,
+                               dy = -firsttx*rz + firstty*rw + firsttz*rx,
+                               dz = firsttx*ry - firstty*rx + firsttz*rw,
+                               dw = -firsttx*rx - firstty*ry - firsttz*rz,
+                               scale, sx, sy, sz, sw;
                        for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
                        {
-                               const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
-                               float lerp = frameblend[blends].lerp,
-                                       tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
-                                       qx = pose7s[3], qy = pose7s[4], qz = pose7s[5], qw = pose7s[6];
-                               if(rx*qx + ry*qy + rz*qz + rw*qw < 0) lerp = -lerp;
-                               qx *= lerp;
-                               qy *= lerp;
-                               qz *= lerp;
-                               qw *= lerp;
+                               const short * RESTRICT blendpose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
+                               float blendlerp = frameblend[blends].lerp,
+                                       blendtx = blendpose7s[0], blendty = blendpose7s[1], blendtz = blendpose7s[2],
+                                       qx = blendpose7s[3], qy = blendpose7s[4], qz = blendpose7s[5], qw = blendpose7s[6];
+                               if(rx*qx + ry*qy + rz*qz + rw*qw < 0) blendlerp = -blendlerp;
+                               qx *= blendlerp;
+                               qy *= blendlerp;
+                               qz *= blendlerp;
+                               qw *= blendlerp;
                                rx += qx;
                                ry += qy;
                                rz += qz;
                                rw += qw;
-                               dx += tx*qw + ty*qz - tz*qy;
-                               dy += -tx*qz + ty*qw + tz*qx;
-                               dz += tx*qy - ty*qx + tz*qw;
-                               dw += -tx*qx - ty*qy - tz*qz;
+                               dx += blendtx*qw + blendty*qz - blendtz*qy;
+                               dy += -blendtx*qz + blendty*qw + blendtz*qx;
+                               dz += blendtx*qy - blendty*qx + blendtz*qw;
+                               dw += -blendtx*qx - blendty*qy - blendtz*qz;
                        }
                        scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw);
-                       m[0] = scale*(rw*rw + rx*rx - ry*ry - rz*rz);
-                       m[1] = 2*scale*(rx*ry - rw*rz);
-                       m[2] = 2*scale*(rx*rz + rw*ry);
-                       m[3] = originscale*scale*(dw*rx - dx*rw + dy*rz - dz*ry);
-                       m[4] = 2*scale*(rx*ry + rw*rz);
-                       m[5] = scale*(rw*rw + ry*ry - rx*rx - rz*rz);
-                       m[6] = 2*scale*(ry*rz - rw*rx);
-                       m[7] = originscale*scale*(dw*ry - dx*rz - dy*rw + dz*rx);
-                       m[8] = 2*scale*(rx*rz - rw*ry);
-                       m[9] = 2*scale*(ry*rz + rw*rx);
-                       m[10] = scale*(rw*rw + rz*rz - rx*rx - ry*ry);
-                       m[11] = originscale*scale*(dw*rz + dx*ry - dy*rx - dz*rw);
+                       sx = rx * scale;
+                       sy = ry * scale;
+                       sz = rz * scale;
+                       sw = rw * scale;
+                       m[0] = sw*rw + sx*rx - sy*ry - sz*rz;
+                       m[1] = 2*(sx*ry - sw*rz);
+                       m[2] = 2*(sx*rz + sw*ry);
+                       m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx);
+                       m[4] = 2*(sx*ry + sw*rz);
+                       m[5] = sw*rw + sy*ry - sx*rx - sz*rz;
+                       m[6] = 2*(sy*rz - sw*rx);
+                       m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy);
+                       m[8] = 2*(sx*rz - sw*ry);
+                       m[9] = 2*(sy*rz + sw*rx);
+                       m[10] = sw*rw + sz*rz - sx*rx - sy*ry;
+                       m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz);
                        if (i == r_skeletal_debugbone.integer)
                                m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
                        m[3] *= r_skeletal_debugtranslatex.value;
                        m[7] *= r_skeletal_debugtranslatey.value;
                        m[11] *= r_skeletal_debugtranslatez.value;
-                       Matrix4x4_FromArray12FloatD3D(&mm, m);
-                       if (model->data_bones[i].parent >= 0)
-                               Matrix4x4_Concat(&bonepose[i], &bonepose[model->data_bones[i].parent], &mm);
-                       else
-                               memcpy(&bonepose[i], &mm, sizeof(mm));
-                       // create a relative deformation matrix to describe displacement
-                       // from the base mesh, which is used by the actual weighting
-                       Matrix4x4_FromArray12FloatD3D(&mm, model->data_baseboneposeinverse + i * 12); // baseboneposeinverse is 4x3 row-major
-                       Matrix4x4_Concat(&mm2, &bonepose[i], &mm);
-                       Matrix4x4_Transpose(&boneposerelative[i], &mm2); // TODO: Eliminate this transpose
+                       {
+                               const float * RESTRICT n = model->data_baseboneposeinverse + i * 12;
+                               matrix4x4_t * RESTRICT b = &bonepose[i];
+                               matrix4x4_t * RESTRICT r = &boneposerelative[i];
+                               __m128 b0, b1, b2, b3, r0, r1, r2, r3, nr;
+                               if (model->data_bones[i].parent >= 0)
+                               {
+                                       const matrix4x4_t * RESTRICT p = &bonepose[model->data_bones[i].parent];
+                                       __m128 pr = _mm_load_ps(p->m[0]);
+                                       b0 = _mm_mul_ps(pr, _mm_set1_ps(m[0]));
+                                       b1 = _mm_mul_ps(pr, _mm_set1_ps(m[1]));
+                                       b2 = _mm_mul_ps(pr, _mm_set1_ps(m[2]));
+                                       b3 = _mm_mul_ps(pr, _mm_set1_ps(m[3]));
+                                       pr = _mm_load_ps(p->m[1]);
+                                       b0 = _mm_add_ps(b0, _mm_mul_ps(pr, _mm_set1_ps(m[4])));
+                                       b1 = _mm_add_ps(b1, _mm_mul_ps(pr, _mm_set1_ps(m[5])));
+                                       b2 = _mm_add_ps(b2, _mm_mul_ps(pr, _mm_set1_ps(m[6])));
+                                       b3 = _mm_add_ps(b3, _mm_mul_ps(pr, _mm_set1_ps(m[7])));
+                                       pr = _mm_load_ps(p->m[2]);
+                                       b0 = _mm_add_ps(b0, _mm_mul_ps(pr, _mm_set1_ps(m[8])));
+                                       b1 = _mm_add_ps(b1, _mm_mul_ps(pr, _mm_set1_ps(m[9])));
+                                       b2 = _mm_add_ps(b2, _mm_mul_ps(pr, _mm_set1_ps(m[10])));
+                                       b3 = _mm_add_ps(b3, _mm_mul_ps(pr, _mm_set1_ps(m[11])));
+                                       b3 = _mm_add_ps(b3, _mm_load_ps(p->m[3]));
+                               }
+                               else
+                               {
+                                       b0 = _mm_setr_ps(m[0], m[4], m[8], 0.0f);
+                                       b1 = _mm_setr_ps(m[1], m[5], m[9], 0.0f);
+                                       b2 = _mm_setr_ps(m[2], m[6], m[10], 0.0f);
+                                       b3 = _mm_setr_ps(m[3], m[7], m[11], 1.0f);
+                               }
+                               _mm_store_ps(b->m[0], b0);
+                               _mm_store_ps(b->m[1], b1);
+                               _mm_store_ps(b->m[2], b2);
+                               _mm_store_ps(b->m[3], b3);
+                               nr = _mm_loadu_ps(n);
+                               r0 = _mm_mul_ps(b0, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(0, 0, 0, 0)));
+                               r1 = _mm_mul_ps(b0, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(1, 1, 1, 1)));
+                               r2 = _mm_mul_ps(b0, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(2, 2, 2, 2)));
+                               r3 = _mm_mul_ps(b0, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(3, 3, 3, 3)));
+                               nr = _mm_loadu_ps(n+4);
+                               r0 = _mm_add_ps(r0, _mm_mul_ps(b1, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(0, 0, 0, 0))));
+                               r1 = _mm_add_ps(r1, _mm_mul_ps(b1, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(1, 1, 1, 1))));
+                               r2 = _mm_add_ps(r2, _mm_mul_ps(b1, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(2, 2, 2, 2))));
+                               r3 = _mm_add_ps(r3, _mm_mul_ps(b1, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(3, 3, 3, 3))));
+                               nr = _mm_loadu_ps(n+8);
+                               r0 = _mm_add_ps(r0, _mm_mul_ps(b2, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(0, 0, 0, 0))));
+                               r1 = _mm_add_ps(r1, _mm_mul_ps(b2, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(1, 1, 1, 1))));
+                               r2 = _mm_add_ps(r2, _mm_mul_ps(b2, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(2, 2, 2, 2))));
+                               r3 = _mm_add_ps(r3, _mm_mul_ps(b2, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(3, 3, 3, 3))));
+                               r3 = _mm_add_ps(r3, b3);
+                               _mm_store_ps(r->m[0], r0);
+                               _mm_store_ps(r->m[1], r1);
+                               _mm_store_ps(r->m[2], r2);
+                               _mm_store_ps(r->m[3], r3);
+                       }       
                }
        }
 
@@ -233,19 +336,19 @@ void Mod_Skeletal_AnimateVertices_SSE(const dp_model_t * RESTRICT model, const f
                        const float * RESTRICT n = model->surfmesh.data_normal3f;
                        if (svector3f && tvector3f)
                        {
-                               const float * RESTRICT sv = model->surfmesh.data_svector3f;
-                               const float * RESTRICT tv = model->surfmesh.data_tvector3f;
+                               const float * RESTRICT svec = model->surfmesh.data_svector3f;
+                               const float * RESTRICT tvec = model->surfmesh.data_tvector3f;
 
                                // Note that for SSE each iteration stores one element past end, so we break one vertex short
                                // and handle that with scalars in that case
-                               for (i = 0; i < num_vertices_minus_one; i++, v += 3, n += 3, sv += 3, tv += 3, b++,
+                               for (i = 0; i < num_vertices_minus_one; i++, v += 3, n += 3, svec += 3, tvec += 3, b++,
                                                vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3)
                                {
                                        LOAD_MATRIX4();
                                        TRANSFORM_POSITION(v, vertex3f);
                                        TRANSFORM_VECTOR(n, normal3f);
-                                       TRANSFORM_VECTOR(sv, svector3f);
-                                       TRANSFORM_VECTOR(tv, tvector3f);
+                                       TRANSFORM_VECTOR(svec, svector3f);
+                                       TRANSFORM_VECTOR(tvec, tvector3f);
                                }
 
                                // Last vertex needs to be done with scalars to avoid reading/writing 1 word past end of arrays
@@ -253,8 +356,8 @@ void Mod_Skeletal_AnimateVertices_SSE(const dp_model_t * RESTRICT model, const f
                                        LOAD_MATRIX_SCALAR();
                                        TRANSFORM_POSITION_SCALAR(v, vertex3f);
                                        TRANSFORM_VECTOR_SCALAR(n, normal3f);
-                                       TRANSFORM_VECTOR_SCALAR(sv, svector3f);
-                                       TRANSFORM_VECTOR_SCALAR(tv, tvector3f);
+                                       TRANSFORM_VECTOR_SCALAR(svec, svector3f);
+                                       TRANSFORM_VECTOR_SCALAR(tvec, tvector3f);
                                }
                                //printf("elapsed ticks: %llu\n", rdtsc() - ts); // XXX
                                return;
@@ -303,31 +406,31 @@ void Mod_Skeletal_AnimateVertices_SSE(const dp_model_t * RESTRICT model, const f
 
        if (svector3f)
        {
-               const float * RESTRICT sv = model->surfmesh.data_svector3f;
+               const float * RESTRICT svec = model->surfmesh.data_svector3f;
                const unsigned short * RESTRICT b = model->surfmesh.blends;
-               for (i = 0; i < num_vertices_minus_one; i++, sv += 3, b++, svector3f += 3)
+               for (i = 0; i < num_vertices_minus_one; i++, svec += 3, b++, svector3f += 3)
                {
                        LOAD_MATRIX3();
-                       TRANSFORM_VECTOR(sv, svector3f);
+                       TRANSFORM_VECTOR(svec, svector3f);
                }
                {
                        LOAD_MATRIX_SCALAR();
-                       TRANSFORM_VECTOR_SCALAR(sv, svector3f);
+                       TRANSFORM_VECTOR_SCALAR(svec, svector3f);
                }
        }
 
        if (tvector3f)
        {
-               const float * RESTRICT tv = model->surfmesh.data_tvector3f;
+               const float * RESTRICT tvec = model->surfmesh.data_tvector3f;
                const unsigned short * RESTRICT b = model->surfmesh.blends;
-               for (i = 0; i < num_vertices_minus_one; i++, tv += 3, b++, tvector3f += 3)
+               for (i = 0; i < num_vertices_minus_one; i++, tvec += 3, b++, tvector3f += 3)
                {
                        LOAD_MATRIX3();
-                       TRANSFORM_VECTOR(tv, tvector3f);
+                       TRANSFORM_VECTOR(tvec, tvector3f);
                }
                {
                        LOAD_MATRIX_SCALAR();
-                       TRANSFORM_VECTOR_SCALAR(tv, tvector3f);
+                       TRANSFORM_VECTOR_SCALAR(tvec, tvector3f);
                }
        }