/** * @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. * * $LicenseInfo:firstyear=2007&license=viewergpl$ * * Copyright (c) 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. * $/LicenseInfo$ */ // 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& 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 o_vertices; LLStrider 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