mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
183 lines
7 KiB
C++
183 lines
7 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "ts/tsMesh.h"
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#if defined(TORQUE_CPU_X86)
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#include "ts/tsMeshIntrinsics.h"
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#include <xmmintrin.h>
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void zero_vert_normal_bulk_SSE(const dsize_t count, U8 * __restrict const outPtr, const dsize_t outStride)
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{
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// A U8 * version of the in/out pointer
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register char *outData = reinterpret_cast<char *>(outPtr);
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register __m128 vPos;
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register __m128 vNrm;
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register __m128 vMask;
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const __m128 _point3f_zero_mask = { 0.0f, 0.0f, 0.0f, 1.0f };
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vMask = _mm_load_ps((const F32*)&_point3f_zero_mask);
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// pre-populate cache
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for(int i = 0; i < 8; i++)
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_mm_prefetch(reinterpret_cast<const char *>(outData + outStride * i), _MM_HINT_T0);
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for(int i = 0; i < count; i++)
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{
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TSMesh::__TSMeshVertexBase *curElem = reinterpret_cast<TSMesh::__TSMeshVertexBase *>(outData);
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// prefetch 8 items ahead (should really detect cache size or something)
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_mm_prefetch(reinterpret_cast<const char *>(outData + outStride * 8), _MM_HINT_T0);
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// load
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vPos = _mm_load_ps(curElem->_vert);
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vNrm = _mm_load_ps(curElem->_normal);
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// mask
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vPos = _mm_mul_ps(vPos, _point3f_zero_mask);
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vNrm = _mm_mul_ps(vNrm, _point3f_zero_mask);
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// store
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_mm_store_ps(curElem->_vert, vPos);
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_mm_store_ps(curElem->_normal, vNrm);
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// update output pointer
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outData += outStride;
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}
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}
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//------------------------------------------------------------------------------
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void m_matF_x_BatchedVertWeightList_SSE(const MatrixF &mat,
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const dsize_t count,
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const TSSkinMesh::BatchData::BatchedVertWeight * __restrict batch,
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U8 * const __restrict outPtr,
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const dsize_t outStride)
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{
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const char * __restrict iPtr = reinterpret_cast<const char *>(batch);
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const dsize_t inStride = sizeof(TSSkinMesh::BatchData::BatchedVertWeight);
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// SSE intrinsic version
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// Based on: http://www.cortstratton.org/articles/HugiCode.html
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// Load matrix, transposed, into registers
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MatrixF transMat;
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mat.transposeTo(transMat);
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register __m128 sseMat[4];
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sseMat[0] = _mm_loadu_ps(&transMat[0]);
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sseMat[1] = _mm_loadu_ps(&transMat[4]);
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sseMat[2] = _mm_loadu_ps(&transMat[8]);
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sseMat[3] = _mm_loadu_ps(&transMat[12]);
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// mask
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const __m128 _w_mask = { 1.0f, 1.0f, 1.0f, 0.0f };
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// temp registers
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register __m128 tempPos;
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register __m128 tempNrm;
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register __m128 scratch0;
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register __m128 scratch1;
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register __m128 inPos;
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register __m128 inNrm;
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// pre-populate cache
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const TSSkinMesh::BatchData::BatchedVertWeight &firstElem = batch[0];
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for(int i = 0; i < 8; i++)
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{
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_mm_prefetch(reinterpret_cast<const char *>(iPtr + inStride * i), _MM_HINT_T0);
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_mm_prefetch(reinterpret_cast<const char *>(outPtr + outStride * (i + firstElem.vidx)), _MM_HINT_T0);
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}
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for(register int i = 0; i < count; i++)
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{
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const TSSkinMesh::BatchData::BatchedVertWeight &inElem = batch[i];
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TSMesh::__TSMeshVertexBase *outElem = reinterpret_cast<TSMesh::__TSMeshVertexBase *>(outPtr + inElem.vidx * outStride);
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// process x (hiding the prefetches in the delays)
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inPos = _mm_load_ps(inElem.vert);
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inNrm = _mm_load_ps(inElem.normal);
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// prefetch input
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#define INPUT_PREFETCH_LOOKAHEAD 64
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const char *prefetchInput = reinterpret_cast<const char *>(batch) + inStride * (i + INPUT_PREFETCH_LOOKAHEAD);
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_mm_prefetch(prefetchInput, _MM_HINT_T0);
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// propagate the .x elements across the vectors
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tempPos = _mm_shuffle_ps(inPos, inPos, _MM_SHUFFLE(0, 0, 0, 0));
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tempNrm = _mm_shuffle_ps(inNrm, inNrm, _MM_SHUFFLE(0, 0, 0, 0));
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// prefetch ouput with half the lookahead distance of the input
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#define OUTPUT_PREFETCH_LOOKAHEAD (INPUT_PREFETCH_LOOKAHEAD >> 1)
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const char *outPrefetch = reinterpret_cast<const char*>(outPtr) + outStride * (inElem.vidx + OUTPUT_PREFETCH_LOOKAHEAD);
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_mm_prefetch(outPrefetch, _MM_HINT_T0);
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// mul by column 0
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tempPos = _mm_mul_ps(tempPos, sseMat[0]);
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tempNrm = _mm_mul_ps(tempNrm, sseMat[0]);
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// process y
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scratch0 = _mm_shuffle_ps(inPos, inPos, _MM_SHUFFLE(1, 1, 1, 1));
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scratch1 = _mm_shuffle_ps(inNrm, inNrm, _MM_SHUFFLE(1, 1, 1, 1));
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scratch0 = _mm_mul_ps(scratch0, sseMat[1]);
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scratch1 = _mm_mul_ps(scratch1, sseMat[1]);
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tempPos = _mm_add_ps(tempPos, scratch0);
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tempNrm = _mm_add_ps(tempNrm, scratch1);
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// process z
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scratch0 = _mm_shuffle_ps(inPos, inPos, _MM_SHUFFLE(2, 2, 2, 2));
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scratch1 = _mm_shuffle_ps(inNrm, inNrm, _MM_SHUFFLE(2, 2, 2, 2));
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scratch0 = _mm_mul_ps(scratch0, sseMat[2]);
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scratch1 = _mm_mul_ps(scratch1, sseMat[2]);
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tempPos = _mm_add_ps(tempPos, scratch0);
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inNrm = _mm_load_ps(outElem->_normal); //< load normal for accumulation
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scratch0 = _mm_shuffle_ps(inPos, inPos, _MM_SHUFFLE(3, 3, 3, 3));//< load bone weight across all elements of scratch0
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tempNrm = _mm_add_ps(tempNrm, scratch1);
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scratch0 = _mm_mul_ps(scratch0, _w_mask); //< mask off last
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// Translate the position by adding the 4th column of the matrix to it
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tempPos = _mm_add_ps(tempPos, sseMat[3]);
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// now multiply by the blend weight, and mask out the W component of both vectors
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tempPos = _mm_mul_ps(tempPos, scratch0);
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tempNrm = _mm_mul_ps(tempNrm, scratch0);
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inPos = _mm_load_ps(outElem->_vert); //< load position for accumulation
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// accumulate with previous values
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tempNrm = _mm_add_ps(tempNrm, inNrm);
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tempPos = _mm_add_ps(tempPos, inPos);
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_mm_store_ps(outElem->_vert, tempPos); //< output position
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_mm_store_ps(outElem->_normal, tempNrm); //< output normal
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}
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}
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#endif // TORQUE_CPU_X86
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