quakequest/Projects/Android/jni/mod_skeletal_animatevertices_sse.c

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2019-05-30 05:57:57 +00:00
#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];
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++)
{
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, 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;
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;
}
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 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