Hardware Skinning Support

- Supports GL, D3D9 & D3D11
- Extends vertex formats & shadergen to support blend indices and weights
- Adds basic support for using 4x3 matrices for shader constants
- Supports software fallback
This commit is contained in:
James Urquhart 2015-01-10 19:41:25 +00:00
parent 507c239a87
commit 3496c549b5
72 changed files with 2533 additions and 1327 deletions

View file

@ -67,117 +67,4 @@ void zero_vert_normal_bulk_SSE(const dsize_t count, U8 * __restrict const outPtr
//------------------------------------------------------------------------------
void m_matF_x_BatchedVertWeightList_SSE(const MatrixF &mat,
const dsize_t count,
const TSSkinMesh::BatchData::BatchedVertWeight * __restrict batch,
U8 * const __restrict outPtr,
const dsize_t outStride)
{
const char * __restrict iPtr = reinterpret_cast<const char *>(batch);
const dsize_t inStride = sizeof(TSSkinMesh::BatchData::BatchedVertWeight);
// SSE intrinsic version
// Based on: http://www.cortstratton.org/articles/HugiCode.html
// Load matrix, transposed, into registers
MatrixF transMat;
mat.transposeTo(transMat);
register __m128 sseMat[4];
sseMat[0] = _mm_loadu_ps(&transMat[0]);
sseMat[1] = _mm_loadu_ps(&transMat[4]);
sseMat[2] = _mm_loadu_ps(&transMat[8]);
sseMat[3] = _mm_loadu_ps(&transMat[12]);
// mask
const __m128 _w_mask = { 1.0f, 1.0f, 1.0f, 0.0f };
// temp registers
register __m128 tempPos;
register __m128 tempNrm;
register __m128 scratch0;
register __m128 scratch1;
register __m128 inPos;
register __m128 inNrm;
// pre-populate cache
const TSSkinMesh::BatchData::BatchedVertWeight &firstElem = batch[0];
for(S32 i = 0; i < 8; i++)
{
_mm_prefetch(reinterpret_cast<const char *>(iPtr + inStride * i), _MM_HINT_T0);
_mm_prefetch(reinterpret_cast<const char *>(outPtr + outStride * (i + firstElem.vidx)), _MM_HINT_T0);
}
for(register S32 i = 0; i < count; i++)
{
const TSSkinMesh::BatchData::BatchedVertWeight &inElem = batch[i];
TSMesh::__TSMeshVertexBase *outElem = reinterpret_cast<TSMesh::__TSMeshVertexBase *>(outPtr + inElem.vidx * outStride);
// process x (hiding the prefetches in the delays)
inPos = _mm_load_ps(inElem.vert);
inNrm = _mm_load_ps(inElem.normal);
// prefetch input
#define INPUT_PREFETCH_LOOKAHEAD 64
const char *prefetchInput = reinterpret_cast<const char *>(batch) + inStride * (i + INPUT_PREFETCH_LOOKAHEAD);
_mm_prefetch(prefetchInput, _MM_HINT_T0);
// propagate the .x elements across the vectors
tempPos = _mm_shuffle_ps(inPos, inPos, _MM_SHUFFLE(0, 0, 0, 0));
tempNrm = _mm_shuffle_ps(inNrm, inNrm, _MM_SHUFFLE(0, 0, 0, 0));
// prefetch ouput with half the lookahead distance of the input
#define OUTPUT_PREFETCH_LOOKAHEAD (INPUT_PREFETCH_LOOKAHEAD >> 1)
const char *outPrefetch = reinterpret_cast<const char*>(outPtr) + outStride * (inElem.vidx + OUTPUT_PREFETCH_LOOKAHEAD);
_mm_prefetch(outPrefetch, _MM_HINT_T0);
// mul by column 0
tempPos = _mm_mul_ps(tempPos, sseMat[0]);
tempNrm = _mm_mul_ps(tempNrm, sseMat[0]);
// process y
scratch0 = _mm_shuffle_ps(inPos, inPos, _MM_SHUFFLE(1, 1, 1, 1));
scratch1 = _mm_shuffle_ps(inNrm, inNrm, _MM_SHUFFLE(1, 1, 1, 1));
scratch0 = _mm_mul_ps(scratch0, sseMat[1]);
scratch1 = _mm_mul_ps(scratch1, sseMat[1]);
tempPos = _mm_add_ps(tempPos, scratch0);
tempNrm = _mm_add_ps(tempNrm, scratch1);
// process z
scratch0 = _mm_shuffle_ps(inPos, inPos, _MM_SHUFFLE(2, 2, 2, 2));
scratch1 = _mm_shuffle_ps(inNrm, inNrm, _MM_SHUFFLE(2, 2, 2, 2));
scratch0 = _mm_mul_ps(scratch0, sseMat[2]);
scratch1 = _mm_mul_ps(scratch1, sseMat[2]);
tempPos = _mm_add_ps(tempPos, scratch0);
inNrm = _mm_load_ps(outElem->_normal); //< load normal for accumulation
scratch0 = _mm_shuffle_ps(inPos, inPos, _MM_SHUFFLE(3, 3, 3, 3));//< load bone weight across all elements of scratch0
tempNrm = _mm_add_ps(tempNrm, scratch1);
scratch0 = _mm_mul_ps(scratch0, _w_mask); //< mask off last
// Translate the position by adding the 4th column of the matrix to it
tempPos = _mm_add_ps(tempPos, sseMat[3]);
// now multiply by the blend weight, and mask out the W component of both vectors
tempPos = _mm_mul_ps(tempPos, scratch0);
tempNrm = _mm_mul_ps(tempNrm, scratch0);
inPos = _mm_load_ps(outElem->_vert); //< load position for accumulation
// accumulate with previous values
tempNrm = _mm_add_ps(tempNrm, inNrm);
tempPos = _mm_add_ps(tempPos, inPos);
_mm_store_ps(outElem->_vert, tempPos); //< output position
_mm_store_ps(outElem->_normal, tempNrm); //< output normal
}
}
#endif // TORQUE_CPU_X86