#include "mod_skeletal_animatevertices_sse.h" #ifdef SSE_POSSIBLE #ifdef MATRIX4x4_OPENGLORIENTATION #error "SSE skeletal requires D3D matrix layout" #endif #include void Mod_Skeletal_AnimateVertices_SSE(const 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) { // vertex weighted skeletal int i, k; int blends; matrix4x4_t *bonepose; matrix4x4_t *boneposerelative; const blendweights_t * RESTRICT weights; int num_vertices_minus_one; num_vertices_minus_one = model->surfmesh.num_vertices - 1; //unsigned long long ts = rdtsc(); bonepose = (matrix4x4_t *) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(matrix4x4_t) * (model->num_bones*2 + model->surfmesh.num_blends)); boneposerelative = bonepose + model->num_bones; if (skeleton && !skeleton->relativetransforms) skeleton = NULL; // interpolate matrices if (skeleton) { for (i = 0;i < model->num_bones;i++) { 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) { 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 { 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 { for (i = 0;i < model->num_bones;i++) { 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 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; } 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; { 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); } } } // generate matrices for all blend combinations weights = model->surfmesh.data_blendweights; for (i = 0;i < model->surfmesh.num_blends;i++, weights++) { float * RESTRICT b = &boneposerelative[model->num_bones + i].m[0][0]; const float * RESTRICT m = &boneposerelative[weights->index[0]].m[0][0]; float f = weights->influence[0] * (1.0f / 255.0f); __m128 fv = _mm_set_ps1(f); __m128 b0 = _mm_load_ps(m); __m128 b1 = _mm_load_ps(m+4); __m128 b2 = _mm_load_ps(m+8); __m128 b3 = _mm_load_ps(m+12); __m128 m0, m1, m2, m3; b0 = _mm_mul_ps(b0, fv); b1 = _mm_mul_ps(b1, fv); b2 = _mm_mul_ps(b2, fv); b3 = _mm_mul_ps(b3, fv); for (k = 1;k < 4 && weights->influence[k];k++) { m = &boneposerelative[weights->index[k]].m[0][0]; f = weights->influence[k] * (1.0f / 255.0f); fv = _mm_set_ps1(f); m0 = _mm_load_ps(m); m1 = _mm_load_ps(m+4); m2 = _mm_load_ps(m+8); m3 = _mm_load_ps(m+12); m0 = _mm_mul_ps(m0, fv); m1 = _mm_mul_ps(m1, fv); m2 = _mm_mul_ps(m2, fv); m3 = _mm_mul_ps(m3, fv); b0 = _mm_add_ps(m0, b0); b1 = _mm_add_ps(m1, b1); b2 = _mm_add_ps(m2, b2); b3 = _mm_add_ps(m3, b3); } _mm_store_ps(b, b0); _mm_store_ps(b+4, b1); _mm_store_ps(b+8, b2); _mm_store_ps(b+12, b3); } #define LOAD_MATRIX_SCALAR() const float * RESTRICT m = &boneposerelative[*b].m[0][0] #define LOAD_MATRIX3() \ const float * RESTRICT m = &boneposerelative[*b].m[0][0]; \ /* bonepose array is 16 byte aligned */ \ __m128 m1 = _mm_load_ps((m)); \ __m128 m2 = _mm_load_ps((m)+4); \ __m128 m3 = _mm_load_ps((m)+8); #define LOAD_MATRIX4() \ const float * RESTRICT m = &boneposerelative[*b].m[0][0]; \ /* bonepose array is 16 byte aligned */ \ __m128 m1 = _mm_load_ps((m)); \ __m128 m2 = _mm_load_ps((m)+4); \ __m128 m3 = _mm_load_ps((m)+8); \ __m128 m4 = _mm_load_ps((m)+12) /* Note that matrix is 4x4 and transposed compared to non-USE_SSE codepath */ #define TRANSFORM_POSITION_SCALAR(in, out) \ (out)[0] = ((in)[0] * m[0] + (in)[1] * m[4] + (in)[2] * m[ 8] + m[12]); \ (out)[1] = ((in)[0] * m[1] + (in)[1] * m[5] + (in)[2] * m[ 9] + m[13]); \ (out)[2] = ((in)[0] * m[2] + (in)[1] * m[6] + (in)[2] * m[10] + m[14]); #define TRANSFORM_VECTOR_SCALAR(in, out) \ (out)[0] = ((in)[0] * m[0] + (in)[1] * m[4] + (in)[2] * m[ 8]); \ (out)[1] = ((in)[0] * m[1] + (in)[1] * m[5] + (in)[2] * m[ 9]); \ (out)[2] = ((in)[0] * m[2] + (in)[1] * m[6] + (in)[2] * m[10]); #define TRANSFORM_POSITION(in, out) { \ __m128 pin = _mm_loadu_ps(in); /* we ignore the value in the last element (x from the next vertex) */ \ __m128 x = _mm_shuffle_ps(pin, pin, 0x0); \ __m128 t1 = _mm_mul_ps(x, m1); \ \ /* y, + x */ \ __m128 y = _mm_shuffle_ps(pin, pin, 0x55); \ __m128 t2 = _mm_mul_ps(y, m2); \ __m128 t3 = _mm_add_ps(t1, t2); \ \ /* z, + (y+x) */ \ __m128 z = _mm_shuffle_ps(pin, pin, 0xaa); \ __m128 t4 = _mm_mul_ps(z, m3); \ __m128 t5 = _mm_add_ps(t3, t4); \ \ /* + m3 */ \ __m128 pout = _mm_add_ps(t5, m4); \ _mm_storeu_ps((out), pout); \ } #define TRANSFORM_VECTOR(in, out) { \ __m128 vin = _mm_loadu_ps(in); \ \ /* x */ \ __m128 x = _mm_shuffle_ps(vin, vin, 0x0); \ __m128 t1 = _mm_mul_ps(x, m1); \ \ /* y, + x */ \ __m128 y = _mm_shuffle_ps(vin, vin, 0x55); \ __m128 t2 = _mm_mul_ps(y, m2); \ __m128 t3 = _mm_add_ps(t1, t2); \ \ /* nz, + (ny + nx) */ \ __m128 z = _mm_shuffle_ps(vin, vin, 0xaa); \ __m128 t4 = _mm_mul_ps(z, m3); \ __m128 vout = _mm_add_ps(t3, t4); \ _mm_storeu_ps((out), vout); \ } // transform vertex attributes by blended matrices if (vertex3f) { const float * RESTRICT v = model->surfmesh.data_vertex3f; const unsigned short * RESTRICT b = model->surfmesh.blends; // special case common combinations of attributes to avoid repeated loading of matrices if (normal3f) { const float * RESTRICT n = model->surfmesh.data_normal3f; if (svector3f && 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, 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(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(svec, svector3f); TRANSFORM_VECTOR_SCALAR(tvec, tvector3f); } //printf("elapsed ticks: %llu\n", rdtsc() - ts); // XXX return; } for (i = 0;i < num_vertices_minus_one; i++, v += 3, n += 3, b++, vertex3f += 3, normal3f += 3) { LOAD_MATRIX4(); TRANSFORM_POSITION(v, vertex3f); TRANSFORM_VECTOR(n, normal3f); } { LOAD_MATRIX_SCALAR(); TRANSFORM_POSITION_SCALAR(v, vertex3f); TRANSFORM_VECTOR_SCALAR(n, normal3f); } } else { for (i = 0;i < num_vertices_minus_one; i++, v += 3, b++, vertex3f += 3) { LOAD_MATRIX4(); TRANSFORM_POSITION(v, vertex3f); } { LOAD_MATRIX_SCALAR(); TRANSFORM_POSITION_SCALAR(v, vertex3f); } } } else if (normal3f) { const float * RESTRICT n = model->surfmesh.data_normal3f; const unsigned short * RESTRICT b = model->surfmesh.blends; for (i = 0; i < num_vertices_minus_one; i++, n += 3, b++, normal3f += 3) { LOAD_MATRIX3(); TRANSFORM_VECTOR(n, normal3f); } { LOAD_MATRIX_SCALAR(); TRANSFORM_VECTOR_SCALAR(n, normal3f); } } if (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++, svec += 3, b++, svector3f += 3) { LOAD_MATRIX3(); TRANSFORM_VECTOR(svec, svector3f); } { LOAD_MATRIX_SCALAR(); TRANSFORM_VECTOR_SCALAR(svec, svector3f); } } if (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++, tvec += 3, b++, tvector3f += 3) { LOAD_MATRIX3(); TRANSFORM_VECTOR(tvec, tvector3f); } { LOAD_MATRIX_SCALAR(); TRANSFORM_VECTOR_SCALAR(tvec, tvector3f); } } #undef LOAD_MATRIX3 #undef LOAD_MATRIX4 #undef TRANSFORM_POSITION #undef TRANSFORM_VECTOR #undef LOAD_MATRIX_SCALAR #undef TRANSFORM_POSITION_SCALAR #undef TRANSFORM_VECTOR_SCALAR } #endif