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/**
* @file llviewerjointmesh_sse2.cpp
* @brief SSE vectorized joint skinning code, only used when video card does
* not support avatar vertex programs.
*
* *NOTE: Disabled on Windows builds. See llv4math.h for details.
*
* Copyright (c) 2007-2007, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlife.com/developers/opensource/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at http://secondlife.com/developers/opensource/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
*/
// Visual Studio required settings for this file:
// Precompiled Headers OFF
// Code Generation: SSE2
//-----------------------------------------------------------------------------
// Header Files
//-----------------------------------------------------------------------------
#include "llviewerprecompiledheaders.h"
#include "llviewerjointmesh.h"
// project includes
#include "llface.h"
#include "llpolymesh.h"
// library includes
#include "lldarray.h"
#include "llstrider.h"
#include "llv4math.h" // for LL_VECTORIZE
#include "llv4matrix3.h"
#include "llv4matrix4.h"
#include "m4math.h"
#include "v3math.h"
#if LL_VECTORIZE
inline void matrix_translate(LLV4Matrix4& m, const LLMatrix4* w, const LLVector3& j)
{
m.mV[VX] = _mm_loadu_ps(w->mMatrix[VX]);
m.mV[VY] = _mm_loadu_ps(w->mMatrix[VY]);
m.mV[VZ] = _mm_loadu_ps(w->mMatrix[VZ]);
m.mV[VW] = _mm_loadu_ps(w->mMatrix[VW]);
m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VX]), m.mV[VX])); // ( ax * vx ) + vw
m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VY]), m.mV[VY]));
m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VZ]), m.mV[VZ]));
}
// static
void LLViewerJointMesh::updateGeometrySSE2(LLFace *face, LLPolyMesh *mesh)
{
// This cannot be a file-level static because it will be initialized
// before main() using SSE code, which will crash on non-SSE processors.
static LLV4Matrix4 sJointMat[32];
LLDynamicArray<LLJointRenderData*>& joint_data = mesh->getReferenceMesh()->mJointRenderData;
//upload joint pivots/matrices
for(S32 j = 0, jend = joint_data.count(); j < jend ; ++j )
{
matrix_translate(sJointMat[j], joint_data[j]->mWorldMatrix,
joint_data[j]->mSkinJoint ?
joint_data[j]->mSkinJoint->mRootToJointSkinOffset
: joint_data[j+1]->mSkinJoint->mRootToParentJointSkinOffset);
}
F32 weight = F32_MAX;
LLV4Matrix4 blend_mat;
LLStrider<LLVector3> o_vertices;
LLStrider<LLVector3> o_normals;
LLVertexBuffer *buffer = face->mVertexBuffer;
buffer->getVertexStrider(o_vertices, mesh->mFaceVertexOffset);
buffer->getNormalStrider(o_normals, mesh->mFaceVertexOffset);
const F32* weights = mesh->getWeights();
const LLVector3* coords = mesh->getCoords();
const LLVector3* normals = mesh->getNormals();
for (U32 index = 0, index_end = mesh->getNumVertices(); index < index_end; ++index)
{
if( weight != weights[index])
{
S32 joint = llfloor(weight = weights[index]);
blend_mat.lerp(sJointMat[joint], sJointMat[joint+1], weight - joint);
}
blend_mat.multiply(coords[index], o_vertices[index]);
((LLV4Matrix3)blend_mat).multiply(normals[index], o_normals[index]);
}
}
#else
void LLViewerJointMesh::updateGeometrySSE2(LLFace *face, LLPolyMesh *mesh)
{
LLViewerJointMesh::updateGeometryVectorized(face, mesh);
}
#endif
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