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;
54 for (i = 0;i < model->num_bones;i++)
56 const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
57 float lerp = frameblend[0].lerp,
58 tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
59 rx = pose7s[3] * lerp,
60 ry = pose7s[4] * lerp,
61 rz = pose7s[5] * lerp,
62 rw = pose7s[6] * lerp,
63 dx = tx*rw + ty*rz - tz*ry,
64 dy = -tx*rz + ty*rw + tz*rx,
65 dz = tx*ry - ty*rx + tz*rw,
66 dw = -tx*rx - ty*ry - tz*rz,
68 for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
70 const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
71 float lerp = frameblend[blends].lerp,
72 tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
73 qx = pose7s[3], qy = pose7s[4], qz = pose7s[5], qw = pose7s[6];
74 if(rx*qx + ry*qy + rz*qz + rw*qw < 0) lerp = -lerp;
83 dx += tx*qw + ty*qz - tz*qy;
84 dy += -tx*qz + ty*qw + tz*qx;
85 dz += tx*qy - ty*qx + tz*qw;
86 dw += -tx*qx - ty*qy - tz*qz;
88 scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw);
89 m[0] = scale*(rw*rw + rx*rx - ry*ry - rz*rz);
90 m[1] = 2*scale*(rx*ry - rw*rz);
91 m[2] = 2*scale*(rx*rz + rw*ry);
92 m[3] = originscale*scale*(dw*rx - dx*rw + dy*rz - dz*ry);
93 m[4] = 2*scale*(rx*ry + rw*rz);
94 m[5] = scale*(rw*rw + ry*ry - rx*rx - rz*rz);
95 m[6] = 2*scale*(ry*rz - rw*rx);
96 m[7] = originscale*scale*(dw*ry - dx*rz - dy*rw + dz*rx);
97 m[8] = 2*scale*(rx*rz - rw*ry);
98 m[9] = 2*scale*(ry*rz + rw*rx);
99 m[10] = scale*(rw*rw + rz*rz - rx*rx - ry*ry);
100 m[11] = originscale*scale*(dw*rz + dx*ry - dy*rx - dz*rw);
101 if (i == r_skeletal_debugbone.integer)
102 m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
103 m[3] *= r_skeletal_debugtranslatex.value;
104 m[7] *= r_skeletal_debugtranslatey.value;
105 m[11] *= r_skeletal_debugtranslatez.value;
106 Matrix4x4_FromArray12FloatD3D(&mm, m);
107 if (model->data_bones[i].parent >= 0)
108 Matrix4x4_Concat(&bonepose[i], &bonepose[model->data_bones[i].parent], &mm);
110 memcpy(&bonepose[i], &mm, sizeof(mm));
111 // create a relative deformation matrix to describe displacement
112 // from the base mesh, which is used by the actual weighting
113 Matrix4x4_FromArray12FloatD3D(&mm, model->data_baseboneposeinverse + i * 12); // baseboneposeinverse is 4x3 row-major
114 Matrix4x4_Concat(&mm2, &bonepose[i], &mm);
115 Matrix4x4_Transpose(&boneposerelative[i], &mm2); // TODO: Eliminate this transpose
119 // generate matrices for all blend combinations
120 weights = model->surfmesh.data_blendweights;
121 for (i = 0;i < model->surfmesh.num_blends;i++, weights++)
123 float * RESTRICT b = &boneposerelative[model->num_bones + i].m[0][0];
124 const float * RESTRICT m = &boneposerelative[weights->index[0]].m[0][0];
125 float f = weights->influence[0] * (1.0f / 255.0f);
126 __m128 fv = _mm_set_ps1(f);
127 __m128 b0 = _mm_load_ps(m);
128 __m128 b1 = _mm_load_ps(m+4);
129 __m128 b2 = _mm_load_ps(m+8);
130 __m128 b3 = _mm_load_ps(m+12);
131 __m128 m0, m1, m2, m3;
132 b0 = _mm_mul_ps(b0, fv);
133 b1 = _mm_mul_ps(b1, fv);
134 b2 = _mm_mul_ps(b2, fv);
135 b3 = _mm_mul_ps(b3, fv);
136 for (k = 1;k < 4 && weights->influence[k];k++)
138 m = &boneposerelative[weights->index[k]].m[0][0];
139 f = weights->influence[k] * (1.0f / 255.0f);
142 m1 = _mm_load_ps(m+4);
143 m2 = _mm_load_ps(m+8);
144 m3 = _mm_load_ps(m+12);
145 m0 = _mm_mul_ps(m0, fv);
146 m1 = _mm_mul_ps(m1, fv);
147 m2 = _mm_mul_ps(m2, fv);
148 m3 = _mm_mul_ps(m3, fv);
149 b0 = _mm_add_ps(m0, b0);
150 b1 = _mm_add_ps(m1, b1);
151 b2 = _mm_add_ps(m2, b2);
152 b3 = _mm_add_ps(m3, b3);
155 _mm_store_ps(b+4, b1);
156 _mm_store_ps(b+8, b2);
157 _mm_store_ps(b+12, b3);
160 #define LOAD_MATRIX_SCALAR() const float * RESTRICT m = &boneposerelative[*b].m[0][0]
162 #define LOAD_MATRIX3() \
163 const float * RESTRICT m = &boneposerelative[*b].m[0][0]; \
164 /* bonepose array is 16 byte aligned */ \
165 __m128 m1 = _mm_load_ps((m)); \
166 __m128 m2 = _mm_load_ps((m)+4); \
167 __m128 m3 = _mm_load_ps((m)+8);
168 #define LOAD_MATRIX4() \
169 const float * RESTRICT m = &boneposerelative[*b].m[0][0]; \
170 /* bonepose array is 16 byte aligned */ \
171 __m128 m1 = _mm_load_ps((m)); \
172 __m128 m2 = _mm_load_ps((m)+4); \
173 __m128 m3 = _mm_load_ps((m)+8); \
174 __m128 m4 = _mm_load_ps((m)+12)
176 /* Note that matrix is 4x4 and transposed compared to non-USE_SSE codepath */
177 #define TRANSFORM_POSITION_SCALAR(in, out) \
178 (out)[0] = ((in)[0] * m[0] + (in)[1] * m[4] + (in)[2] * m[ 8] + m[12]); \
179 (out)[1] = ((in)[0] * m[1] + (in)[1] * m[5] + (in)[2] * m[ 9] + m[13]); \
180 (out)[2] = ((in)[0] * m[2] + (in)[1] * m[6] + (in)[2] * m[10] + m[14]);
181 #define TRANSFORM_VECTOR_SCALAR(in, out) \
182 (out)[0] = ((in)[0] * m[0] + (in)[1] * m[4] + (in)[2] * m[ 8]); \
183 (out)[1] = ((in)[0] * m[1] + (in)[1] * m[5] + (in)[2] * m[ 9]); \
184 (out)[2] = ((in)[0] * m[2] + (in)[1] * m[6] + (in)[2] * m[10]);
186 #define TRANSFORM_POSITION(in, out) { \
187 __m128 pin = _mm_loadu_ps(in); /* we ignore the value in the last element (x from the next vertex) */ \
188 __m128 x = _mm_shuffle_ps(pin, pin, 0x0); \
189 __m128 t1 = _mm_mul_ps(x, m1); \
192 __m128 y = _mm_shuffle_ps(pin, pin, 0x55); \
193 __m128 t2 = _mm_mul_ps(y, m2); \
194 __m128 t3 = _mm_add_ps(t1, t2); \
197 __m128 z = _mm_shuffle_ps(pin, pin, 0xaa); \
198 __m128 t4 = _mm_mul_ps(z, m3); \
199 __m128 t5 = _mm_add_ps(t3, t4); \
202 __m128 pout = _mm_add_ps(t5, m4); \
203 _mm_storeu_ps((out), pout); \
206 #define TRANSFORM_VECTOR(in, out) { \
207 __m128 vin = _mm_loadu_ps(in); \
210 __m128 x = _mm_shuffle_ps(vin, vin, 0x0); \
211 __m128 t1 = _mm_mul_ps(x, m1); \
214 __m128 y = _mm_shuffle_ps(vin, vin, 0x55); \
215 __m128 t2 = _mm_mul_ps(y, m2); \
216 __m128 t3 = _mm_add_ps(t1, t2); \
218 /* nz, + (ny + nx) */ \
219 __m128 z = _mm_shuffle_ps(vin, vin, 0xaa); \
220 __m128 t4 = _mm_mul_ps(z, m3); \
221 __m128 vout = _mm_add_ps(t3, t4); \
222 _mm_storeu_ps((out), vout); \
225 // transform vertex attributes by blended matrices
228 const float * RESTRICT v = model->surfmesh.data_vertex3f;
229 const unsigned short * RESTRICT b = model->surfmesh.blends;
230 // special case common combinations of attributes to avoid repeated loading of matrices
233 const float * RESTRICT n = model->surfmesh.data_normal3f;
234 if (svector3f && tvector3f)
236 const float * RESTRICT sv = model->surfmesh.data_svector3f;
237 const float * RESTRICT tv = model->surfmesh.data_tvector3f;
239 // Note that for SSE each iteration stores one element past end, so we break one vertex short
240 // and handle that with scalars in that case
241 for (i = 0; i < num_vertices_minus_one; i++, v += 3, n += 3, sv += 3, tv += 3, b++,
242 vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3)
245 TRANSFORM_POSITION(v, vertex3f);
246 TRANSFORM_VECTOR(n, normal3f);
247 TRANSFORM_VECTOR(sv, svector3f);
248 TRANSFORM_VECTOR(tv, tvector3f);
251 // Last vertex needs to be done with scalars to avoid reading/writing 1 word past end of arrays
253 LOAD_MATRIX_SCALAR();
254 TRANSFORM_POSITION_SCALAR(v, vertex3f);
255 TRANSFORM_VECTOR_SCALAR(n, normal3f);
256 TRANSFORM_VECTOR_SCALAR(sv, svector3f);
257 TRANSFORM_VECTOR_SCALAR(tv, tvector3f);
259 //printf("elapsed ticks: %llu\n", rdtsc() - ts); // XXX
263 for (i = 0;i < num_vertices_minus_one; i++, v += 3, n += 3, b++, vertex3f += 3, normal3f += 3)
266 TRANSFORM_POSITION(v, vertex3f);
267 TRANSFORM_VECTOR(n, normal3f);
270 LOAD_MATRIX_SCALAR();
271 TRANSFORM_POSITION_SCALAR(v, vertex3f);
272 TRANSFORM_VECTOR_SCALAR(n, normal3f);
277 for (i = 0;i < num_vertices_minus_one; i++, v += 3, b++, vertex3f += 3)
280 TRANSFORM_POSITION(v, vertex3f);
283 LOAD_MATRIX_SCALAR();
284 TRANSFORM_POSITION_SCALAR(v, vertex3f);
291 const float * RESTRICT n = model->surfmesh.data_normal3f;
292 const unsigned short * RESTRICT b = model->surfmesh.blends;
293 for (i = 0; i < num_vertices_minus_one; i++, n += 3, b++, normal3f += 3)
296 TRANSFORM_VECTOR(n, normal3f);
299 LOAD_MATRIX_SCALAR();
300 TRANSFORM_VECTOR_SCALAR(n, normal3f);
306 const float * RESTRICT sv = model->surfmesh.data_svector3f;
307 const unsigned short * RESTRICT b = model->surfmesh.blends;
308 for (i = 0; i < num_vertices_minus_one; i++, sv += 3, b++, svector3f += 3)
311 TRANSFORM_VECTOR(sv, svector3f);
314 LOAD_MATRIX_SCALAR();
315 TRANSFORM_VECTOR_SCALAR(sv, svector3f);
321 const float * RESTRICT tv = model->surfmesh.data_tvector3f;
322 const unsigned short * RESTRICT b = model->surfmesh.blends;
323 for (i = 0; i < num_vertices_minus_one; i++, tv += 3, b++, tvector3f += 3)
326 TRANSFORM_VECTOR(tv, tvector3f);
329 LOAD_MATRIX_SCALAR();
330 TRANSFORM_VECTOR_SCALAR(tv, tvector3f);
336 #undef TRANSFORM_POSITION
337 #undef TRANSFORM_VECTOR
338 #undef LOAD_MATRIX_SCALAR
339 #undef TRANSFORM_POSITION_SCALAR
340 #undef TRANSFORM_VECTOR_SCALAR