matrix4x4_t *bonepose;
matrix4x4_t *boneposerelative;
float m[12];
- matrix4x4_t mm, mm2;
const blendweights_t * RESTRICT weights;
int num_vertices_minus_one;
{
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
+#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(&mm2, &bonepose[i], &mm);
- Matrix4x4_Transpose(&boneposerelative[i], &mm2); // TODO: Eliminate this transpose
+ {
+ 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))));
+ _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;
for (i = 0;i < model->num_bones;i++)
{
const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
dy = -tx*rz + ty*rw + tz*rx,
dz = tx*ry - ty*rx + tz*rw,
dw = -tx*rx - ty*ry - tz*rz,
- scale;
+ scale, originscale;
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);
dw += -tx*qx - ty*qy - tz*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*scale*(dw*rx - dx*rw + dy*rz - dz*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*scale*(dw*ry - dx*rz - dy*rw + dz*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*scale*(dw*rz + dx*ry - dy*rx - dz*rw);
+ m[11] = originscale*(dw*rz + dx*ry - dy*rx - dz*rw);
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);
+ }
}
}