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-rw-r--r--indra/newview/llviewerjointmesh.cpp247
1 files changed, 89 insertions, 158 deletions
diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp
index deb3d8fd97..91605005e3 100644
--- a/indra/newview/llviewerjointmesh.cpp
+++ b/indra/newview/llviewerjointmesh.cpp
@@ -61,6 +61,7 @@
#include "v4math.h"
#include "m3math.h"
#include "m4math.h"
+#include "llmatrix4a.h"
#if !LL_DARWIN && !LL_LINUX && !LL_SOLARIS
extern PFNGLWEIGHTPOINTERARBPROC glWeightPointerARB;
@@ -382,6 +383,7 @@ const S32 NUM_AXES = 3;
// pivot parent 0-n -- child = n+1
static LLMatrix4 gJointMatUnaligned[32];
+static LLMatrix4a gJointMatAligned[32];
static LLMatrix3 gJointRotUnaligned[32];
static LLVector4 gJointPivot[32];
@@ -467,6 +469,14 @@ void LLViewerJointMesh::uploadJointMatrices()
glUniform4fvARB(gAvatarMatrixParam, 45, mat);
stop_glerror();
}
+ else
+ {
+ //load gJointMatUnaligned into gJointMatAligned
+ for (joint_num = 0; joint_num < reference_mesh->mJointRenderData.count(); ++joint_num)
+ {
+ gJointMatAligned[joint_num].loadu(gJointMatUnaligned[joint_num]);
+ }
+ }
}
//--------------------------------------------------------------------
@@ -645,6 +655,9 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
//-----------------------------------------------------------------------------
void LLViewerJointMesh::updateFaceSizes(U32 &num_vertices, U32& num_indices, F32 pixel_area)
{
+ //bump num_vertices to next multiple of 4
+ num_vertices = (num_vertices + 0x3) & ~0x3;
+
// Do a pre-alloc pass to determine sizes of data.
if (mMesh && mValid)
{
@@ -667,6 +680,8 @@ static LLFastTimer::DeclareTimer FTM_AVATAR_FACE("Avatar Face");
void LLViewerJointMesh::updateFaceData(LLFace *face, F32 pixel_area, BOOL damp_wind, bool terse_update)
{
+ //IF THIS FUNCTION BREAKS, SEE LLPOLYMESH CONSTRUCTOR AND CHECK ALIGNMENT OF INPUT ARRAYS
+
mFace = face;
if (mFace->mVertexBuffer.isNull())
@@ -674,6 +689,16 @@ void LLViewerJointMesh::updateFaceData(LLFace *face, F32 pixel_area, BOOL damp_w
return;
}
+ LLDrawPool *poolp = mFace->getPool();
+ BOOL hardware_skinning = (poolp && poolp->getVertexShaderLevel() > 0) ? TRUE : FALSE;
+
+ if (!hardware_skinning && terse_update)
+ { //no need to do terse updates if we're doing software vertex skinning
+ // since mMesh is being copied into mVertexBuffer every frame
+ return;
+ }
+
+
LLFastTimer t(FTM_AVATAR_FACE);
LLStrider<LLVector3> verticesp;
@@ -686,106 +711,52 @@ void LLViewerJointMesh::updateFaceData(LLFace *face, F32 pixel_area, BOOL damp_w
// Copy data into the faces from the polymesh data.
if (mMesh && mValid)
{
- if (mMesh->getNumVertices())
+ const U32 num_verts = mMesh->getNumVertices();
+
+ if (num_verts)
{
- stop_glerror();
face->getGeometryAvatar(verticesp, normalsp, tex_coordsp, vertex_weightsp, clothing_weightsp);
- stop_glerror();
face->mVertexBuffer->getIndexStrider(indicesp);
- stop_glerror();
verticesp += mMesh->mFaceVertexOffset;
- tex_coordsp += mMesh->mFaceVertexOffset;
normalsp += mMesh->mFaceVertexOffset;
- vertex_weightsp += mMesh->mFaceVertexOffset;
- clothing_weightsp += mMesh->mFaceVertexOffset;
-
- const U32* __restrict coords = (U32*) mMesh->getCoords();
- const U32* __restrict tex_coords = (U32*) mMesh->getTexCoords();
- const U32* __restrict normals = (U32*) mMesh->getNormals();
- const U32* __restrict weights = (U32*) mMesh->getWeights();
- const U32* __restrict cloth_weights = (U32*) mMesh->getClothingWeights();
-
- const U32 num_verts = mMesh->getNumVertices();
-
- U32 i = 0;
-
- const U32 skip = verticesp.getSkip()/sizeof(U32);
+
+ F32* v = (F32*) verticesp.get();
+ F32* n = (F32*) normalsp.get();
+
+ U32 words = num_verts*4;
- U32* __restrict v = (U32*) verticesp.get();
- U32* __restrict n = (U32*) normalsp.get();
+ LLVector4a::memcpyNonAliased16(v, (F32*) mMesh->getCoords(), words);
+ LLVector4a::memcpyNonAliased16(n, (F32*) mMesh->getNormals(), words);
+
- if (terse_update)
+ if (!terse_update)
{
- for (S32 i = num_verts; i > 0; --i)
- {
- //morph target application only, only update positions and normals
- v[0] = coords[0];
- v[1] = coords[1];
- v[2] = coords[2];
- coords += 3;
- v += skip;
- }
+ vertex_weightsp += mMesh->mFaceVertexOffset;
+ clothing_weightsp += mMesh->mFaceVertexOffset;
+ tex_coordsp += mMesh->mFaceVertexOffset;
+
+ F32* tc = (F32*) tex_coordsp.get();
+ F32* vw = (F32*) vertex_weightsp.get();
+ F32* cw = (F32*) clothing_weightsp.get();
- for (S32 i = num_verts; i > 0; --i)
- {
- n[0] = normals[0];
- n[1] = normals[1];
- n[2] = normals[2];
- normals += 3;
- n += skip;
- }
+ LLVector4a::memcpyNonAliased16(tc, (F32*) mMesh->getTexCoords(), num_verts*2);
+ LLVector4a::memcpyNonAliased16(vw, (F32*) mMesh->getWeights(), num_verts);
+ LLVector4a::memcpyNonAliased16(cw, (F32*) mMesh->getClothingWeights(), num_verts*4);
}
- else
- {
-
- U32* __restrict tc = (U32*) tex_coordsp.get();
- U32* __restrict vw = (U32*) vertex_weightsp.get();
- U32* __restrict cw = (U32*) clothing_weightsp.get();
-
- do
- {
- v[0] = *(coords++);
- v[1] = *(coords++);
- v[2] = *(coords++);
- v += skip;
-
- tc[0] = *(tex_coords++);
- tc[1] = *(tex_coords++);
- tc += skip;
-
- n[0] = *(normals++);
- n[1] = *(normals++);
- n[2] = *(normals++);
- n += skip;
-
- vw[0] = *(weights++);
- vw += skip;
-
- cw[0] = *(cloth_weights++);
- cw[1] = *(cloth_weights++);
- cw[2] = *(cloth_weights++);
- cw[3] = *(cloth_weights++);
- cw += skip;
- }
- while (++i < num_verts);
-
- const U32 idx_count = mMesh->getNumFaces()*3;
- indicesp += mMesh->mFaceIndexOffset;
+ const U32 idx_count = mMesh->getNumFaces()*3;
- U16* __restrict idx = indicesp.get();
- S32* __restrict src_idx = (S32*) mMesh->getFaces();
+ indicesp += mMesh->mFaceIndexOffset;
- i = 0;
+ U16* __restrict idx = indicesp.get();
+ S32* __restrict src_idx = (S32*) mMesh->getFaces();
- const S32 offset = (S32) mMesh->mFaceVertexOffset;
+ const S32 offset = (S32) mMesh->mFaceVertexOffset;
- do
- {
- *(idx++) = *(src_idx++)+offset;
- }
- while (++i < idx_count);
+ for (S32 i = 0; i < idx_count; ++i)
+ {
+ *(idx++) = *(src_idx++)+offset;
}
}
}
@@ -808,89 +779,49 @@ void LLViewerJointMesh::updateGeometryOriginal(LLFace *mFace, LLPolyMesh *mMesh)
LLStrider<LLVector3> o_normals;
//get vertex and normal striders
- LLVertexBuffer *buffer = mFace->mVertexBuffer;
+ LLVertexBuffer* buffer = mFace->mVertexBuffer;
buffer->getVertexStrider(o_vertices, 0);
buffer->getNormalStrider(o_normals, 0);
- F32 last_weight = F32_MAX;
- LLMatrix4 gBlendMat;
- LLMatrix3 gBlendRotMat;
+ F32* __restrict vert = o_vertices[0].mV;
+ F32* __restrict norm = o_normals[0].mV;
+
+ const F32* __restrict weights = mMesh->getWeights();
+ const LLVector4a* __restrict coords = (LLVector4a*) mMesh->getCoords();
+ const LLVector4a* __restrict normals = (LLVector4a*) mMesh->getNormals();
+
+ U32 offset = mMesh->mFaceVertexOffset*4;
+ vert += offset;
+ norm += offset;
- const F32* weights = mMesh->getWeights();
- const LLVector3* coords = mMesh->getCoords();
- const LLVector3* normals = mMesh->getNormals();
for (U32 index = 0; index < mMesh->getNumVertices(); index++)
{
- U32 bidx = index + mMesh->mFaceVertexOffset;
-
- // blend by first matrix
- F32 w = weights[index];
-
- // Maybe we don't have to change gBlendMat.
- // Profiles of a single-avatar scene on a Mac show this to be a very
- // common case. JC
- if (w == last_weight)
- {
- o_vertices[bidx] = coords[index] * gBlendMat;
- o_normals[bidx] = normals[index] * gBlendRotMat;
- continue;
- }
-
- last_weight = w;
+ // equivalent to joint = floorf(weights[index]);
+ S32 joint = _mm_cvtt_ss2si(_mm_load_ss(weights+index));
+ F32 w = weights[index] - joint;
- S32 joint = llfloor(w);
- w -= joint;
-
- // No lerp required in this case.
- if (w == 1.0f)
+ LLMatrix4a gBlendMat;
+
+ if (w != 0.f)
{
- gBlendMat = gJointMatUnaligned[joint+1];
- o_vertices[bidx] = coords[index] * gBlendMat;
- gBlendRotMat = gJointRotUnaligned[joint+1];
- o_normals[bidx] = normals[index] * gBlendRotMat;
- continue;
+ // blend between matrices and apply
+ gBlendMat.setLerp(gJointMatAligned[joint+0],
+ gJointMatAligned[joint+1], w);
+
+ LLVector4a res;
+ gBlendMat.affineTransform(coords[index], res);
+ res.store4a(vert+index*4);
+ gBlendMat.rotate(normals[index], res);
+ res.store4a(norm+index*4);
+ }
+ else
+ { // No lerp required in this case.
+ LLVector4a res;
+ gJointMatAligned[joint].affineTransform(coords[index], res);
+ res.store4a(vert+index*4);
+ gJointMatAligned[joint].rotate(normals[index], res);
+ res.store4a(norm+index*4);
}
-
- // Try to keep all the accesses to the matrix data as close
- // together as possible. This function is a hot spot on the
- // Mac. JC
- LLMatrix4 &m0 = gJointMatUnaligned[joint+1];
- LLMatrix4 &m1 = gJointMatUnaligned[joint+0];
-
- gBlendMat.mMatrix[VX][VX] = lerp(m1.mMatrix[VX][VX], m0.mMatrix[VX][VX], w);
- gBlendMat.mMatrix[VX][VY] = lerp(m1.mMatrix[VX][VY], m0.mMatrix[VX][VY], w);
- gBlendMat.mMatrix[VX][VZ] = lerp(m1.mMatrix[VX][VZ], m0.mMatrix[VX][VZ], w);
-
- gBlendMat.mMatrix[VY][VX] = lerp(m1.mMatrix[VY][VX], m0.mMatrix[VY][VX], w);
- gBlendMat.mMatrix[VY][VY] = lerp(m1.mMatrix[VY][VY], m0.mMatrix[VY][VY], w);
- gBlendMat.mMatrix[VY][VZ] = lerp(m1.mMatrix[VY][VZ], m0.mMatrix[VY][VZ], w);
-
- gBlendMat.mMatrix[VZ][VX] = lerp(m1.mMatrix[VZ][VX], m0.mMatrix[VZ][VX], w);
- gBlendMat.mMatrix[VZ][VY] = lerp(m1.mMatrix[VZ][VY], m0.mMatrix[VZ][VY], w);
- gBlendMat.mMatrix[VZ][VZ] = lerp(m1.mMatrix[VZ][VZ], m0.mMatrix[VZ][VZ], w);
-
- gBlendMat.mMatrix[VW][VX] = lerp(m1.mMatrix[VW][VX], m0.mMatrix[VW][VX], w);
- gBlendMat.mMatrix[VW][VY] = lerp(m1.mMatrix[VW][VY], m0.mMatrix[VW][VY], w);
- gBlendMat.mMatrix[VW][VZ] = lerp(m1.mMatrix[VW][VZ], m0.mMatrix[VW][VZ], w);
-
- o_vertices[bidx] = coords[index] * gBlendMat;
-
- LLMatrix3 &n0 = gJointRotUnaligned[joint+1];
- LLMatrix3 &n1 = gJointRotUnaligned[joint+0];
-
- gBlendRotMat.mMatrix[VX][VX] = lerp(n1.mMatrix[VX][VX], n0.mMatrix[VX][VX], w);
- gBlendRotMat.mMatrix[VX][VY] = lerp(n1.mMatrix[VX][VY], n0.mMatrix[VX][VY], w);
- gBlendRotMat.mMatrix[VX][VZ] = lerp(n1.mMatrix[VX][VZ], n0.mMatrix[VX][VZ], w);
-
- gBlendRotMat.mMatrix[VY][VX] = lerp(n1.mMatrix[VY][VX], n0.mMatrix[VY][VX], w);
- gBlendRotMat.mMatrix[VY][VY] = lerp(n1.mMatrix[VY][VY], n0.mMatrix[VY][VY], w);
- gBlendRotMat.mMatrix[VY][VZ] = lerp(n1.mMatrix[VY][VZ], n0.mMatrix[VY][VZ], w);
-
- gBlendRotMat.mMatrix[VZ][VX] = lerp(n1.mMatrix[VZ][VX], n0.mMatrix[VZ][VX], w);
- gBlendRotMat.mMatrix[VZ][VY] = lerp(n1.mMatrix[VZ][VY], n0.mMatrix[VZ][VY], w);
- gBlendRotMat.mMatrix[VZ][VZ] = lerp(n1.mMatrix[VZ][VZ], n0.mMatrix[VZ][VZ], w);
-
- o_normals[bidx] = normals[index] * gBlendRotMat;
}
buffer->setBuffer(0);