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;
- if (!model->surfmesh.num_vertices)
- return;
-
num_vertices_minus_one = model->surfmesh.num_vertices - 1;
//unsigned long long ts = rdtsc();
{
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(&boneposerelative[i], &bonepose[i], &mm);
+ {
+ 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;
- float x,y,z,w,lerp;
- const short * RESTRICT pose6s;
-
for (i = 0;i < model->num_bones;i++)
{
- memset(m, 0, sizeof(m));
- for (blends = 0;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
+ 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++)
{
- pose6s = model->data_poses6s + 6 * (frameblend[blends].subframe * model->num_bones + i);
- lerp = frameblend[blends].lerp;
- x = pose6s[3] * (1.0f / 32767.0f);
- y = pose6s[4] * (1.0f / 32767.0f);
- z = pose6s[5] * (1.0f / 32767.0f);
- w = 1.0f - (x*x+y*y+z*z);
- w = w > 0.0f ? -sqrt(w) : 0.0f;
- m[ 0] += (1-2*(y*y+z*z)) * lerp;
- m[ 1] += ( 2*(x*y-z*w)) * lerp;
- m[ 2] += ( 2*(x*z+y*w)) * lerp;
- m[ 3] += (pose6s[0] * originscale) * lerp;
- m[ 4] += ( 2*(x*y+z*w)) * lerp;
- m[ 5] += (1-2*(x*x+z*z)) * lerp;
- m[ 6] += ( 2*(y*z-x*w)) * lerp;
- m[ 7] += (pose6s[1] * originscale) * lerp;
- m[ 8] += ( 2*(x*z-y*w)) * lerp;
- m[ 9] += ( 2*(y*z+x*w)) * lerp;
- m[10] += (1-2*(x*x+y*y)) * lerp;
- m[11] += (pose6s[2] * originscale) * 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 += 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;
}
- VectorNormalize(m );
- VectorNormalize(m + 4);
- VectorNormalize(m + 8);
+ scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*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);
+ }
}
}
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
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;
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);
}
}