mdfour.o \
menu.o \
meshqueue.o \
+ mod_skeletal_animatevertices_sse.o \
+ mod_skeletal_animatevertices_generic.o \
model_alias.o \
model_brush.o \
model_shared.o \
CFLAGS_RELEASE_PROFILE=-fbranch-probabilities
CFLAGS_SDL=$(SDLCONFIG_CFLAGS)
+CFLAGS_SSE=-msse
+
OPTIM_DEBUG=$(CPUOPTIMIZATIONS)
#OPTIM_RELEASE=-O2 -fno-strict-aliasing -ffast-math -funroll-loops $(CPUOPTIMIZATIONS)
#OPTIM_RELEASE=-O2 -fno-strict-aliasing -fno-math-errno -fno-trapping-math -ffinite-math-only -fno-signaling-nans -fcx-limited-range -funroll-loops $(CPUOPTIMIZATIONS)
$(CHECKLEVEL2)
$(DO_CC) $(CFLAGS_SDL)
+mod_skeletal_animatevertices_sse.o: mod_skeletal_animatevertices_sse.c
+ $(CHECKLEVEL2)
+ $(DO_CC) $(CFLAGS_SSE)
+
darkplaces.o: %.o : %.rc
$(CHECKLEVEL2)
$(WINDRES) -o $@ $<
--- /dev/null
+#include "mod_skeletal_animatevertices_generic.h"
+
+typedef struct
+{
+ float f[12];
+}
+float12_t;
+
+void Mod_Skeletal_AnimateVertices_Generic(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)
+{
+ // vertex weighted skeletal
+ int i, k;
+ int blends;
+ float12_t *bonepose;
+ float12_t *boneposerelative;
+ float m[12];
+ const blendweights_t * RESTRICT weights;
+
+ if (!model->surfmesh.num_vertices)
+ return;
+
+ //unsigned long long ts = rdtsc();
+ bonepose = (float12_t *) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(float12_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++)
+ {
+ Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m);
+ if (model->data_bones[i].parent >= 0)
+ R_ConcatTransforms(bonepose[model->data_bones[i].parent].f, m, bonepose[i].f);
+ else
+ memcpy(bonepose[i].f, m, sizeof(m));
+
+ // create a relative deformation matrix to describe displacement
+ // from the base mesh, which is used by the actual weighting
+ R_ConcatTransforms(bonepose[i].f, model->data_baseboneposeinverse + i * 12, boneposerelative[i].f);
+ }
+ }
+ else
+ {
+ float originscale = model->num_posescale;
+ float x,y,z,w,lerp;
+ const short * RESTRICT pose6s;
+
+ for (i = 0;i < model->num_bones;i++)
+ {
+ memset(m, 0, sizeof(m));
+ for (blends = 0;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
+ {
+ pose6s = model->data_poses6s + 6 * (frameblend[blends].subframe * model->num_bones + i);
+ lerp = frameblend[blends].lerp;
+ x = pose6s[3] * (1.0f / 32767.0f);
+ y = pose6s[4] * (1.0f / 32767.0f);
+ z = pose6s[5] * (1.0f / 32767.0f);
+ w = 1.0f - (x*x+y*y+z*z);
+ w = w > 0.0f ? -sqrt(w) : 0.0f;
+ m[ 0] += (1-2*(y*y+z*z)) * lerp;
+ m[ 1] += ( 2*(x*y-z*w)) * lerp;
+ m[ 2] += ( 2*(x*z+y*w)) * lerp;
+ m[ 3] += (pose6s[0] * originscale) * lerp;
+ m[ 4] += ( 2*(x*y+z*w)) * lerp;
+ m[ 5] += (1-2*(x*x+z*z)) * lerp;
+ m[ 6] += ( 2*(y*z-x*w)) * lerp;
+ m[ 7] += (pose6s[1] * originscale) * lerp;
+ m[ 8] += ( 2*(x*z-y*w)) * lerp;
+ m[ 9] += ( 2*(y*z+x*w)) * lerp;
+ m[10] += (1-2*(x*x+y*y)) * lerp;
+ m[11] += (pose6s[2] * originscale) * lerp;
+ }
+ VectorNormalize(m );
+ VectorNormalize(m + 4);
+ VectorNormalize(m + 8);
+ 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;
+ if (model->data_bones[i].parent >= 0)
+ R_ConcatTransforms(bonepose[model->data_bones[i].parent].f, m, bonepose[i].f);
+ else
+ memcpy(bonepose[i].f, m, sizeof(m));
+ // create a relative deformation matrix to describe displacement
+ // from the base mesh, which is used by the actual weighting
+ R_ConcatTransforms(bonepose[i].f, model->data_baseboneposeinverse + i * 12, boneposerelative[i].f);
+ }
+ }
+
+ // 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].f;
+ const float * RESTRICT m = boneposerelative[weights->index[0]].f;
+ float f = weights->influence[0] * (1.0f / 255.0f);
+ b[ 0] = f*m[ 0]; b[ 1] = f*m[ 1]; b[ 2] = f*m[ 2]; b[ 3] = f*m[ 3];
+ b[ 4] = f*m[ 4]; b[ 5] = f*m[ 5]; b[ 6] = f*m[ 6]; b[ 7] = f*m[ 7];
+ b[ 8] = f*m[ 8]; b[ 9] = f*m[ 9]; b[10] = f*m[10]; b[11] = f*m[11];
+ for (k = 1;k < 4 && weights->influence[k];k++)
+ {
+ m = boneposerelative[weights->index[k]].f;
+ f = weights->influence[k] * (1.0f / 255.0f);
+ b[ 0] += f*m[ 0]; b[ 1] += f*m[ 1]; b[ 2] += f*m[ 2]; b[ 3] += f*m[ 3];
+ b[ 4] += f*m[ 4]; b[ 5] += f*m[ 5]; b[ 6] += f*m[ 6]; b[ 7] += f*m[ 7];
+ b[ 8] += f*m[ 8]; b[ 9] += f*m[ 9]; b[10] += f*m[10]; b[11] += f*m[11];
+ }
+ }
+
+#define LOAD_MATRIX_SCALAR() const float * RESTRICT m = boneposerelative[*b].f
+
+#define LOAD_MATRIX3() \
+ LOAD_MATRIX_SCALAR()
+#define LOAD_MATRIX4() \
+ LOAD_MATRIX_SCALAR()
+
+#define TRANSFORM_POSITION_SCALAR(in, out) \
+ (out)[0] = ((in)[0] * m[0] + (in)[1] * m[1] + (in)[2] * m[ 2] + m[3]); \
+ (out)[1] = ((in)[0] * m[4] + (in)[1] * m[5] + (in)[2] * m[ 6] + m[7]); \
+ (out)[2] = ((in)[0] * m[8] + (in)[1] * m[9] + (in)[2] * m[10] + m[11]);
+#define TRANSFORM_VECTOR_SCALAR(in, out) \
+ (out)[0] = ((in)[0] * m[0] + (in)[1] * m[1] + (in)[2] * m[ 2]); \
+ (out)[1] = ((in)[0] * m[4] + (in)[1] * m[5] + (in)[2] * m[ 6]); \
+ (out)[2] = ((in)[0] * m[8] + (in)[1] * m[9] + (in)[2] * m[10]);
+
+#define TRANSFORM_POSITION(in, out) \
+ TRANSFORM_POSITION_SCALAR(in, out)
+#define TRANSFORM_VECTOR(in, out) \
+ TRANSFORM_VECTOR_SCALAR(in, out)
+
+ // 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 sv = model->surfmesh.data_svector3f;
+ const float * RESTRICT tv = 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 < model->surfmesh.num_vertices; i++, v += 3, n += 3, sv += 3, tv += 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);
+ }
+
+ return;
+ }
+
+ for (i = 0;i < model->surfmesh.num_vertices; i++, v += 3, n += 3, b++, vertex3f += 3, normal3f += 3)
+ {
+ LOAD_MATRIX4();
+ TRANSFORM_POSITION(v, vertex3f);
+ TRANSFORM_VECTOR(n, normal3f);
+ }
+ }
+ else
+ {
+ for (i = 0;i < model->surfmesh.num_vertices; i++, v += 3, b++, vertex3f += 3)
+ {
+ LOAD_MATRIX4();
+ TRANSFORM_POSITION(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 < model->surfmesh.num_vertices; i++, n += 3, b++, normal3f += 3)
+ {
+ LOAD_MATRIX3();
+ TRANSFORM_VECTOR(n, normal3f);
+ }
+ }
+
+ if (svector3f)
+ {
+ const float * RESTRICT sv = model->surfmesh.data_svector3f;
+ const unsigned short * RESTRICT b = model->surfmesh.blends;
+ for (i = 0; i < model->surfmesh.num_vertices; i++, sv += 3, b++, svector3f += 3)
+ {
+ LOAD_MATRIX3();
+ TRANSFORM_VECTOR(sv, svector3f);
+ }
+ }
+
+ if (tvector3f)
+ {
+ const float * RESTRICT tv = model->surfmesh.data_tvector3f;
+ const unsigned short * RESTRICT b = model->surfmesh.blends;
+ for (i = 0; i < model->surfmesh.num_vertices; i++, tv += 3, b++, tvector3f += 3)
+ {
+ LOAD_MATRIX3();
+ TRANSFORM_VECTOR(tv, tvector3f);
+ }
+ }
+}
--- /dev/null
+#ifndef MOD_SKELETAL_ANIMATEVERTICES_GENERIC_H
+#define MOD_H
+
+#include "quakedef.h"
+
+void Mod_Skeletal_AnimateVertices_Generic(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);
+
+#endif
--- /dev/null
+#include "mod_skeletal_animatevertices_sse.h"
+
+#ifdef SSE_POSSIBLE
+
+#ifdef MATRIX4x4_OPENGLORIENTATION
+#error "SSE skeletal requires D3D matrix layout"
+#endif
+
+#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)
+{
+ // vertex weighted skeletal
+ int i, k;
+ int blends;
+ matrix4x4_t *bonepose;
+ matrix4x4_t *boneposerelative;
+ float m[12];
+ matrix4x4_t mm, mm2;
+ const blendweights_t * RESTRICT weights;
+ int num_vertices_minus_one;
+
+ if (!model->surfmesh.num_vertices)
+ return;
+
+ 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++)
+ {
+ // relativetransforms is in GL column-major order, which is what we need for SSE
+ // transposed style processing
+ if (model->data_bones[i].parent >= 0)
+ Matrix4x4_Concat(&bonepose[i], &bonepose[model->data_bones[i].parent], &skeleton->relativetransforms[i]);
+ 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(&boneposerelative[i], &bonepose[i], &mm);
+ }
+ }
+ else
+ {
+ float originscale = model->num_posescale;
+ float x,y,z,w,lerp;
+ const short * RESTRICT pose6s;
+
+ for (i = 0;i < model->num_bones;i++)
+ {
+ memset(m, 0, sizeof(m));
+ for (blends = 0;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
+ {
+ pose6s = model->data_poses6s + 6 * (frameblend[blends].subframe * model->num_bones + i);
+ lerp = frameblend[blends].lerp;
+ x = pose6s[3] * (1.0f / 32767.0f);
+ y = pose6s[4] * (1.0f / 32767.0f);
+ z = pose6s[5] * (1.0f / 32767.0f);
+ w = 1.0f - (x*x+y*y+z*z);
+ w = w > 0.0f ? -sqrt(w) : 0.0f;
+ m[ 0] += (1-2*(y*y+z*z)) * lerp;
+ m[ 1] += ( 2*(x*y-z*w)) * lerp;
+ m[ 2] += ( 2*(x*z+y*w)) * lerp;
+ m[ 3] += (pose6s[0] * originscale) * lerp;
+ m[ 4] += ( 2*(x*y+z*w)) * lerp;
+ m[ 5] += (1-2*(x*x+z*z)) * lerp;
+ m[ 6] += ( 2*(y*z-x*w)) * lerp;
+ m[ 7] += (pose6s[1] * originscale) * lerp;
+ m[ 8] += ( 2*(x*z-y*w)) * lerp;
+ m[ 9] += ( 2*(y*z+x*w)) * lerp;
+ m[10] += (1-2*(x*x+y*y)) * lerp;
+ m[11] += (pose6s[2] * originscale) * lerp;
+ }
+ VectorNormalize(m );
+ VectorNormalize(m + 4);
+ VectorNormalize(m + 8);
+ 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
+ }
+ }
+
+ // 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 sv = model->surfmesh.data_svector3f;
+ const float * RESTRICT tv = 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++,
+ 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);
+ }
+
+ // 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(sv, svector3f);
+ TRANSFORM_VECTOR_SCALAR(tv, 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 sv = 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)
+ {
+ LOAD_MATRIX3();
+ TRANSFORM_VECTOR(sv, svector3f);
+ }
+ {
+ LOAD_MATRIX_SCALAR();
+ TRANSFORM_VECTOR_SCALAR(sv, svector3f);
+ }
+ }
+
+ if (tvector3f)
+ {
+ const float * RESTRICT tv = 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)
+ {
+ LOAD_MATRIX3();
+ TRANSFORM_VECTOR(tv, tvector3f);
+ }
+ {
+ LOAD_MATRIX_SCALAR();
+ TRANSFORM_VECTOR_SCALAR(tv, 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
--- /dev/null
+#ifndef MOD_SKELTAL_ANIMATEVERTICES_SSE_H
+#define MOD_SKELTAL_ANIMATEVERTICES_SSE_H
+
+#include "quakedef.h"
+
+#ifdef SSE_POSSIBLE
+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);
+#endif
+
+#endif
#include "quakedef.h"
#include "image.h"
#include "r_shadow.h"
+#include "mod_skeletal_animatevertices_generic.h"
+#ifdef SSE_POSSIBLE
+#include "mod_skeletal_animatevertices_sse.h"
+#endif
+#ifdef SSE_POSSIBLE
+static qboolean r_skeletal_use_sse_defined = false;
+cvar_t r_skeletal_use_sse = {0, "r_skeletal_use_sse", "1", "use SSE for skeletal model animation"};
+#endif
cvar_t r_skeletal_debugbone = {0, "r_skeletal_debugbone", "-1", "development cvar for testing skeletal model code"};
cvar_t r_skeletal_debugbonecomponent = {0, "r_skeletal_debugbonecomponent", "3", "development cvar for testing skeletal model code"};
cvar_t r_skeletal_debugbonevalue = {0, "r_skeletal_debugbonevalue", "100", "development cvar for testing skeletal model code"};
float mod_md3_sin[320];
+static size_t Mod_Skeltal_AnimateVertices_maxbonepose = 0;
+static void *Mod_Skeltal_AnimateVertices_bonepose = NULL;
+void Mod_Skeletal_FreeBuffers(void)
+{
+ if(Mod_Skeltal_AnimateVertices_bonepose)
+ Mem_Free(Mod_Skeltal_AnimateVertices_bonepose);
+ Mod_Skeltal_AnimateVertices_maxbonepose = 0;
+ Mod_Skeltal_AnimateVertices_bonepose = NULL;
+}
+void *Mod_Skeletal_AnimateVertices_AllocBuffers(size_t nbytes)
+{
+ if(Mod_Skeltal_AnimateVertices_maxbonepose < nbytes)
+ {
+ Mem_Free(Mod_Skeltal_AnimateVertices_bonepose);
+ Mod_Skeltal_AnimateVertices_bonepose = Z_Malloc(nbytes);
+ Mod_Skeltal_AnimateVertices_maxbonepose = nbytes;
+ }
+ return Mod_Skeltal_AnimateVertices_bonepose;
+}
+
+void Mod_Skeletal_AnimateVertices(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)
+{
+#ifdef SSE_POSSIBLE
+ if(r_skeletal_use_sse_defined)
+ if(r_skeletal_use_sse.integer)
+ {
+ Mod_Skeletal_AnimateVertices_SSE(model, frameblend, skeleton, vertex3f, normal3f, svector3f, tvector3f);
+ return;
+ }
+#endif
+ Mod_Skeletal_AnimateVertices_Generic(model, frameblend, skeleton, vertex3f, normal3f, svector3f, tvector3f);
+}
+
+#ifdef SSE_POSSIBLE
+#ifndef SSE_PRESENT
+// code from SDL, shortened as we can expect CPUID to work
+static int CPUID_Features(void)
+{
+ int features = 0;
+# if defined(__GNUC__) && defined(__i386__)
+ __asm__ (
+" movl %%ebx,%%edi\n"
+" xorl %%eax,%%eax \n"
+" incl %%eax \n"
+" cpuid # Get family/model/stepping/features\n"
+" movl %%edx,%0 \n"
+" movl %%edi,%%ebx\n"
+ : "=m" (features)
+ :
+ : "%eax", "%ecx", "%edx", "%edi"
+ );
+# elif (defined(_MSC_VER) && defined(_M_IX86)) || defined(__WATCOMC__)
+ __asm {
+ xor eax, eax
+ inc eax
+ cpuid ; Get family/model/stepping/features
+ mov features, edx
+ }
+# else
+# error SSE_POSSIBLE set but no CPUID implementation
+# endif
+ return features;
+}
+#endif
+static qboolean Have_SSE(void)
+{
+ // COMMANDLINEOPTION: SSE: -nosse disables SSE support and detection
+ if(COM_CheckParm("-nosse"))
+ return false;
+ // COMMANDLINEOPTION: SSE: -forcesse enables SSE support and disables detection
+#ifdef SSE_PRESENT
+ return true;
+#else
+ if(COM_CheckParm("-forcesse"))
+ return true;
+ if(CPUID_Features() & (1 << 25))
+ return true;
+ return false;
+#endif
+}
+#endif
+
void Mod_AliasInit (void)
{
int i;
Cvar_RegisterVariable(&mod_alias_supporttagscale);
for (i = 0;i < 320;i++)
mod_md3_sin[i] = sin(i * M_PI * 2.0f / 256.0);
+#ifdef SSE_POSSIBLE
+ {
+ if(Have_SSE())
+ {
+ Con_Printf("Skeletal animation uses SSE code path\n");
+ r_skeletal_use_sse_defined = true;
+ Cvar_RegisterVariable(&r_skeletal_use_sse);
+ }
+ else
+ Con_Printf("Skeletal animation uses generic code path (SSE disabled or not detected)\n");
+ }
+#else
+ Con_Printf("Skeletal animation uses generic code path (SSE not compiled in)\n");
+#endif
}
int Mod_Skeletal_AddBlend(dp_model_t *model, const blendweights_t *newweights)
return Mod_Skeletal_AddBlend(model, &newweights);
}
-static int maxbonepose = 0;
-static float (*bonepose)[12] = NULL;
-
-void Mod_Skeletal_FreeBuffers(void)
-{
- if(bonepose)
- Mem_Free(bonepose);
- maxbonepose = 0;
- bonepose = NULL;
-}
-
-void Mod_Skeletal_AnimateVertices(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)
-{
- // vertex weighted skeletal
- int i, k;
- int blends;
- float m[12];
- float (*boneposerelative)[12];
- const blendweights_t * RESTRICT weights;
-
- if (maxbonepose < model->num_bones*2 + model->surfmesh.num_blends)
- {
- if (bonepose)
- Z_Free(bonepose);
- maxbonepose = model->num_bones*2 + model->surfmesh.num_blends;
- bonepose = (float (*)[12])Z_Malloc(maxbonepose * sizeof(float[12]));
- }
-
- boneposerelative = bonepose + model->num_bones;
-
- if (skeleton && !skeleton->relativetransforms)
- skeleton = NULL;
-
- // interpolate matrices
- if (skeleton)
- {
- for (i = 0;i < model->num_bones;i++)
- {
- Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m);
- if (model->data_bones[i].parent >= 0)
- R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
- else
- memcpy(bonepose[i], m, sizeof(m));
-
- // create a relative deformation matrix to describe displacement
- // from the base mesh, which is used by the actual weighting
- R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative[i]);
- }
- }
- else
- {
- float originscale = model->num_posescale;
- float x,y,z,w,lerp;
- const short * RESTRICT pose6s;
- for (i = 0;i < model->num_bones;i++)
- {
- memset(m, 0, sizeof(m));
- for (blends = 0;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
- {
- pose6s = model->data_poses6s + 6 * (frameblend[blends].subframe * model->num_bones + i);
- lerp = frameblend[blends].lerp;
- x = pose6s[3] * (1.0f / 32767.0f);
- y = pose6s[4] * (1.0f / 32767.0f);
- z = pose6s[5] * (1.0f / 32767.0f);
- w = 1.0f - (x*x+y*y+z*z);
- w = w > 0.0f ? -sqrt(w) : 0.0f;
- m[ 0] += (1-2*(y*y+z*z)) * lerp;
- m[ 1] += ( 2*(x*y-z*w)) * lerp;
- m[ 2] += ( 2*(x*z+y*w)) * lerp;
- m[ 3] += (pose6s[0] * originscale) * lerp;
- m[ 4] += ( 2*(x*y+z*w)) * lerp;
- m[ 5] += (1-2*(x*x+z*z)) * lerp;
- m[ 6] += ( 2*(y*z-x*w)) * lerp;
- m[ 7] += (pose6s[1] * originscale) * lerp;
- m[ 8] += ( 2*(x*z-y*w)) * lerp;
- m[ 9] += ( 2*(y*z+x*w)) * lerp;
- m[10] += (1-2*(x*x+y*y)) * lerp;
- m[11] += (pose6s[2] * originscale) * lerp;
- }
- VectorNormalize(m );
- VectorNormalize(m + 4);
- VectorNormalize(m + 8);
- 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;
- if (model->data_bones[i].parent >= 0)
- R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
- else
- memcpy(bonepose[i], m, sizeof(m));
- // create a relative deformation matrix to describe displacement
- // from the base mesh, which is used by the actual weighting
- R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative[i]);
- }
- }
-
- // 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];
- const float * RESTRICT m = boneposerelative[weights->index[0]];
- float f = weights->influence[0] * (1.0f / 255.0f);
- b[ 0] = f*m[ 0]; b[ 1] = f*m[ 1]; b[ 2] = f*m[ 2]; b[ 3] = f*m[ 3];
- b[ 4] = f*m[ 4]; b[ 5] = f*m[ 5]; b[ 6] = f*m[ 6]; b[ 7] = f*m[ 7];
- b[ 8] = f*m[ 8]; b[ 9] = f*m[ 9]; b[10] = f*m[10]; b[11] = f*m[11];
- for (k = 1;k < 4 && weights->influence[k];k++)
- {
- m = boneposerelative[weights->index[k]];
- f = weights->influence[k] * (1.0f / 255.0f);
- b[ 0] += f*m[ 0]; b[ 1] += f*m[ 1]; b[ 2] += f*m[ 2]; b[ 3] += f*m[ 3];
- b[ 4] += f*m[ 4]; b[ 5] += f*m[ 5]; b[ 6] += f*m[ 6]; b[ 7] += f*m[ 7];
- b[ 8] += f*m[ 8]; b[ 9] += f*m[ 9]; b[10] += f*m[10]; b[11] += f*m[11];
- }
- }
-
- // 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 sv = model->surfmesh.data_svector3f;
- const float * RESTRICT tv = model->surfmesh.data_tvector3f;
- for (i = 0;i < model->surfmesh.num_vertices;i++, v += 3, n += 3, sv += 3, tv += 3, b++, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3)
- {
- const float * RESTRICT m = boneposerelative[*b];
- vertex3f[0] = (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
- vertex3f[1] = (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
- vertex3f[2] = (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
- normal3f[0] = (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
- normal3f[1] = (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
- normal3f[2] = (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
- svector3f[0] = (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
- svector3f[1] = (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
- svector3f[2] = (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
- tvector3f[0] = (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
- tvector3f[1] = (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
- tvector3f[2] = (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
- }
- return;
- }
- for (i = 0;i < model->surfmesh.num_vertices;i++, v += 3, n += 3, b++, vertex3f += 3, normal3f += 3)
- {
- const float * RESTRICT m = boneposerelative[*b];
- vertex3f[0] = (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
- vertex3f[1] = (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
- vertex3f[2] = (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
- normal3f[0] = (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
- normal3f[1] = (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
- normal3f[2] = (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
- }
- }
- else
- {
- for (i = 0;i < model->surfmesh.num_vertices;i++, v += 3, b++, vertex3f += 3)
- {
- const float * RESTRICT m = boneposerelative[*b];
- vertex3f[0] = (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
- vertex3f[1] = (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
- vertex3f[2] = (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
- }
- }
- }
- else if (normal3f)
- {
- const float * RESTRICT n = model->surfmesh.data_normal3f;
- const unsigned short * RESTRICT b = model->surfmesh.blends;
- for (i = 0;i < model->surfmesh.num_vertices;i++, n += 3, b++, normal3f += 3)
- {
- const float * RESTRICT m = boneposerelative[*b];
- normal3f[0] = (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
- normal3f[1] = (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
- normal3f[2] = (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
- }
- }
-
- if (svector3f)
- {
- const float * RESTRICT sv = model->surfmesh.data_svector3f;
- const unsigned short * RESTRICT b = model->surfmesh.blends;
- for (i = 0;i < model->surfmesh.num_vertices;i++, sv += 3, b++, svector3f += 3)
- {
- const float * RESTRICT m = boneposerelative[*b];
- svector3f[0] = (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
- svector3f[1] = (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
- svector3f[2] = (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
- }
- }
-
- if (tvector3f)
- {
- const float * RESTRICT tv = model->surfmesh.data_tvector3f;
- const unsigned short * RESTRICT b = model->surfmesh.blends;
- for (i = 0;i < model->surfmesh.num_vertices;i++, tv += 3, b++, tvector3f += 3)
- {
- const float * RESTRICT m = boneposerelative[*b];
- tvector3f[0] = (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
- tvector3f[1] = (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
- tvector3f[2] = (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
- }
- }
-}
-
void Mod_MD3_AnimateVertices(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)
{
// vertex morph
}
}
}
-
void Mod_MDL_AnimateVertices(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)
{
// vertex morph
// for decoding md3 model latlong vertex normals
extern float mod_md3_sin[320];
+extern cvar_t r_skeletal_debugbone;
+extern cvar_t r_skeletal_debugbonecomponent;
+extern cvar_t r_skeletal_debugbonevalue;
+extern cvar_t r_skeletal_debugtranslatex;
+extern cvar_t r_skeletal_debugtranslatey;
+extern cvar_t r_skeletal_debugtranslatez;
+
+void *Mod_Skeletal_AnimateVertices_AllocBuffers(size_t nbytes);
+
#endif
#if defined(__GNUC__)
# if defined(__i386__)
# define DP_ARCH_STR "686"
+# define SSE_POSSIBLE
# elif defined(__x86_64__)
# define DP_ARCH_STR "x86_64"
+# define SSE_PRESENT
# elif defined(__powerpc__)
# define DP_ARCH_STR "ppc"
# endif
#elif defined(_WIN64)
# define DP_ARCH_STR "x86_64"
+# define SSE_PRESENT
#elif defined(WIN32)
# define DP_ARCH_STR "x86"
+# define SSE_POSSIBLE
+#endif
+
+#ifdef SSE_PRESENT
+# define SSE_POSSIBLE
+#endif
+
+#ifdef NO_SSE
+# undef SSE_PRESENT
+# undef SSE_POSSIBLE
#endif
/// incremented every frame, never reset