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 pose6s;
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 pose6s = model->data_poses6s + 6 * (frameblend[blends].subframe * model->num_bones + i);
63 lerp = frameblend[blends].lerp;
64 x = pose6s[3] * (1.0f / 32767.0f);
65 y = pose6s[4] * (1.0f / 32767.0f);
66 z = pose6s[5] * (1.0f / 32767.0f);
67 w = 1.0f - (x*x+y*y+z*z);
68 w = w > 0.0f ? -sqrt(w) : 0.0f;
69 m[ 0] += (1-2*(y*y+z*z)) * lerp;
70 m[ 1] += ( 2*(x*y-z*w)) * lerp;
71 m[ 2] += ( 2*(x*z+y*w)) * lerp;
72 m[ 3] += (pose6s[0] * originscale) * lerp;
73 m[ 4] += ( 2*(x*y+z*w)) * lerp;
74 m[ 5] += (1-2*(x*x+z*z)) * lerp;
75 m[ 6] += ( 2*(y*z-x*w)) * lerp;
76 m[ 7] += (pose6s[1] * originscale) * lerp;
77 m[ 8] += ( 2*(x*z-y*w)) * lerp;
78 m[ 9] += ( 2*(y*z+x*w)) * lerp;
79 m[10] += (1-2*(x*x+y*y)) * lerp;
80 m[11] += (pose6s[2] * originscale) * lerp;
83 VectorNormalize(m + 4);
84 VectorNormalize(m + 8);
85 if (i == r_skeletal_debugbone.integer)
86 m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
87 m[3] *= r_skeletal_debugtranslatex.value;
88 m[7] *= r_skeletal_debugtranslatey.value;
89 m[11] *= r_skeletal_debugtranslatez.value;
90 Matrix4x4_FromArray12FloatD3D(&mm, m);
91 if (model->data_bones[i].parent >= 0)
92 Matrix4x4_Concat(&bonepose[i], &bonepose[model->data_bones[i].parent], &mm);
94 memcpy(&bonepose[i], &mm, sizeof(mm));
95 // create a relative deformation matrix to describe displacement
96 // from the base mesh, which is used by the actual weighting
97 Matrix4x4_FromArray12FloatD3D(&mm, model->data_baseboneposeinverse + i * 12); // baseboneposeinverse is 4x3 row-major
98 Matrix4x4_Concat(&mm2, &bonepose[i], &mm);
99 Matrix4x4_Transpose(&boneposerelative[i], &mm2); // TODO: Eliminate this transpose
103 // generate matrices for all blend combinations
104 weights = model->surfmesh.data_blendweights;
105 for (i = 0;i < model->surfmesh.num_blends;i++, weights++)
107 float * RESTRICT b = &boneposerelative[model->num_bones + i].m[0][0];
108 const float * RESTRICT m = &boneposerelative[weights->index[0]].m[0][0];
109 float f = weights->influence[0] * (1.0f / 255.0f);
110 __m128 fv = _mm_set_ps1(f);
111 __m128 b0 = _mm_load_ps(m);
112 __m128 b1 = _mm_load_ps(m+4);
113 __m128 b2 = _mm_load_ps(m+8);
114 __m128 b3 = _mm_load_ps(m+12);
115 __m128 m0, m1, m2, m3;
116 b0 = _mm_mul_ps(b0, fv);
117 b1 = _mm_mul_ps(b1, fv);
118 b2 = _mm_mul_ps(b2, fv);
119 b3 = _mm_mul_ps(b3, fv);
120 for (k = 1;k < 4 && weights->influence[k];k++)
122 m = &boneposerelative[weights->index[k]].m[0][0];
123 f = weights->influence[k] * (1.0f / 255.0f);
126 m1 = _mm_load_ps(m+4);
127 m2 = _mm_load_ps(m+8);
128 m3 = _mm_load_ps(m+12);
129 m0 = _mm_mul_ps(m0, fv);
130 m1 = _mm_mul_ps(m1, fv);
131 m2 = _mm_mul_ps(m2, fv);
132 m3 = _mm_mul_ps(m3, fv);
133 b0 = _mm_add_ps(m0, b0);
134 b1 = _mm_add_ps(m1, b1);
135 b2 = _mm_add_ps(m2, b2);
136 b3 = _mm_add_ps(m3, b3);
139 _mm_store_ps(b+4, b1);
140 _mm_store_ps(b+8, b2);
141 _mm_store_ps(b+12, b3);
144 #define LOAD_MATRIX_SCALAR() const float * RESTRICT m = &boneposerelative[*b].m[0][0]
146 #define LOAD_MATRIX3() \
147 const float * RESTRICT m = &boneposerelative[*b].m[0][0]; \
148 /* bonepose array is 16 byte aligned */ \
149 __m128 m1 = _mm_load_ps((m)); \
150 __m128 m2 = _mm_load_ps((m)+4); \
151 __m128 m3 = _mm_load_ps((m)+8);
152 #define LOAD_MATRIX4() \
153 const float * RESTRICT m = &boneposerelative[*b].m[0][0]; \
154 /* bonepose array is 16 byte aligned */ \
155 __m128 m1 = _mm_load_ps((m)); \
156 __m128 m2 = _mm_load_ps((m)+4); \
157 __m128 m3 = _mm_load_ps((m)+8); \
158 __m128 m4 = _mm_load_ps((m)+12)
160 /* Note that matrix is 4x4 and transposed compared to non-USE_SSE codepath */
161 #define TRANSFORM_POSITION_SCALAR(in, out) \
162 (out)[0] = ((in)[0] * m[0] + (in)[1] * m[4] + (in)[2] * m[ 8] + m[12]); \
163 (out)[1] = ((in)[0] * m[1] + (in)[1] * m[5] + (in)[2] * m[ 9] + m[13]); \
164 (out)[2] = ((in)[0] * m[2] + (in)[1] * m[6] + (in)[2] * m[10] + m[14]);
165 #define TRANSFORM_VECTOR_SCALAR(in, out) \
166 (out)[0] = ((in)[0] * m[0] + (in)[1] * m[4] + (in)[2] * m[ 8]); \
167 (out)[1] = ((in)[0] * m[1] + (in)[1] * m[5] + (in)[2] * m[ 9]); \
168 (out)[2] = ((in)[0] * m[2] + (in)[1] * m[6] + (in)[2] * m[10]);
170 #define TRANSFORM_POSITION(in, out) { \
171 __m128 pin = _mm_loadu_ps(in); /* we ignore the value in the last element (x from the next vertex) */ \
172 __m128 x = _mm_shuffle_ps(pin, pin, 0x0); \
173 __m128 t1 = _mm_mul_ps(x, m1); \
176 __m128 y = _mm_shuffle_ps(pin, pin, 0x55); \
177 __m128 t2 = _mm_mul_ps(y, m2); \
178 __m128 t3 = _mm_add_ps(t1, t2); \
181 __m128 z = _mm_shuffle_ps(pin, pin, 0xaa); \
182 __m128 t4 = _mm_mul_ps(z, m3); \
183 __m128 t5 = _mm_add_ps(t3, t4); \
186 __m128 pout = _mm_add_ps(t5, m4); \
187 _mm_storeu_ps((out), pout); \
190 #define TRANSFORM_VECTOR(in, out) { \
191 __m128 vin = _mm_loadu_ps(in); \
194 __m128 x = _mm_shuffle_ps(vin, vin, 0x0); \
195 __m128 t1 = _mm_mul_ps(x, m1); \
198 __m128 y = _mm_shuffle_ps(vin, vin, 0x55); \
199 __m128 t2 = _mm_mul_ps(y, m2); \
200 __m128 t3 = _mm_add_ps(t1, t2); \
202 /* nz, + (ny + nx) */ \
203 __m128 z = _mm_shuffle_ps(vin, vin, 0xaa); \
204 __m128 t4 = _mm_mul_ps(z, m3); \
205 __m128 vout = _mm_add_ps(t3, t4); \
206 _mm_storeu_ps((out), vout); \
209 // transform vertex attributes by blended matrices
212 const float * RESTRICT v = model->surfmesh.data_vertex3f;
213 const unsigned short * RESTRICT b = model->surfmesh.blends;
214 // special case common combinations of attributes to avoid repeated loading of matrices
217 const float * RESTRICT n = model->surfmesh.data_normal3f;
218 if (svector3f && tvector3f)
220 const float * RESTRICT sv = model->surfmesh.data_svector3f;
221 const float * RESTRICT tv = model->surfmesh.data_tvector3f;
223 // Note that for SSE each iteration stores one element past end, so we break one vertex short
224 // and handle that with scalars in that case
225 for (i = 0; i < num_vertices_minus_one; i++, v += 3, n += 3, sv += 3, tv += 3, b++,
226 vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3)
229 TRANSFORM_POSITION(v, vertex3f);
230 TRANSFORM_VECTOR(n, normal3f);
231 TRANSFORM_VECTOR(sv, svector3f);
232 TRANSFORM_VECTOR(tv, tvector3f);
235 // Last vertex needs to be done with scalars to avoid reading/writing 1 word past end of arrays
237 LOAD_MATRIX_SCALAR();
238 TRANSFORM_POSITION_SCALAR(v, vertex3f);
239 TRANSFORM_VECTOR_SCALAR(n, normal3f);
240 TRANSFORM_VECTOR_SCALAR(sv, svector3f);
241 TRANSFORM_VECTOR_SCALAR(tv, tvector3f);
243 //printf("elapsed ticks: %llu\n", rdtsc() - ts); // XXX
247 for (i = 0;i < num_vertices_minus_one; i++, v += 3, n += 3, b++, vertex3f += 3, normal3f += 3)
250 TRANSFORM_POSITION(v, vertex3f);
251 TRANSFORM_VECTOR(n, normal3f);
254 LOAD_MATRIX_SCALAR();
255 TRANSFORM_POSITION_SCALAR(v, vertex3f);
256 TRANSFORM_VECTOR_SCALAR(n, normal3f);
261 for (i = 0;i < num_vertices_minus_one; i++, v += 3, b++, vertex3f += 3)
264 TRANSFORM_POSITION(v, vertex3f);
267 LOAD_MATRIX_SCALAR();
268 TRANSFORM_POSITION_SCALAR(v, vertex3f);
275 const float * RESTRICT n = model->surfmesh.data_normal3f;
276 const unsigned short * RESTRICT b = model->surfmesh.blends;
277 for (i = 0; i < num_vertices_minus_one; i++, n += 3, b++, normal3f += 3)
280 TRANSFORM_VECTOR(n, normal3f);
283 LOAD_MATRIX_SCALAR();
284 TRANSFORM_VECTOR_SCALAR(n, normal3f);
290 const float * RESTRICT sv = model->surfmesh.data_svector3f;
291 const unsigned short * RESTRICT b = model->surfmesh.blends;
292 for (i = 0; i < num_vertices_minus_one; i++, sv += 3, b++, svector3f += 3)
295 TRANSFORM_VECTOR(sv, svector3f);
298 LOAD_MATRIX_SCALAR();
299 TRANSFORM_VECTOR_SCALAR(sv, svector3f);
305 const float * RESTRICT tv = model->surfmesh.data_tvector3f;
306 const unsigned short * RESTRICT b = model->surfmesh.blends;
307 for (i = 0; i < num_vertices_minus_one; i++, tv += 3, b++, tvector3f += 3)
310 TRANSFORM_VECTOR(tv, tvector3f);
313 LOAD_MATRIX_SCALAR();
314 TRANSFORM_VECTOR_SCALAR(tv, tvector3f);
320 #undef TRANSFORM_POSITION
321 #undef TRANSFORM_VECTOR
322 #undef LOAD_MATRIX_SCALAR
323 #undef TRANSFORM_POSITION_SCALAR
324 #undef TRANSFORM_VECTOR_SCALAR