]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - mod_skeletal_animatevertices_sse.c
Remove redundant ampersand breaking ContainerOf and List_For_Each_Entry. Make all...
[xonotic/darkplaces.git] / mod_skeletal_animatevertices_sse.c
index a25a9224143d4919697305b6bafce3faba23a671..0c2fa5d9b2b477e632f6606eed3f0377133f230a 100644 (file)
@@ -8,14 +8,13 @@
 
 #include <xmmintrin.h>
 
-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)
+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;
-       float m[12];
        const blendweights_t * RESTRICT weights;
        int num_vertices_minus_one;
 
@@ -43,6 +42,7 @@ void Mod_Skeletal_AnimateVertices_SSE(const dp_model_t * RESTRICT model, const f
                                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))
@@ -93,6 +93,7 @@ void Mod_Skeletal_AnimateVertices_SSE(const dp_model_t * RESTRICT model, const f
                        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);
@@ -103,52 +104,56 @@ void Mod_Skeletal_AnimateVertices_SSE(const dp_model_t * RESTRICT model, const f
        {
                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, originscale;
+                       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);
-                       originscale = -model->num_posescale * scale;
-                       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*(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*(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*(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;
@@ -331,19 +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
@@ -351,8 +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;
@@ -401,31 +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);
                }
        }