Using accessor for vertexbuffer in LLFace Extra occlusion query lookup in llgl (unused) Const changes.
130 lines
4.2 KiB
C++
130 lines
4.2 KiB
C++
/**
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* @file llviewerjointmesh_sse.cpp
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* @brief SSE vectorized joint skinning code, only used when video card does
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* not support avatar vertex programs.
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*
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* *NOTE: Disabled on Windows builds. See llv4math.h for details.
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*
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* $LicenseInfo:firstyear=2007&license=viewergpl$
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*
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* Copyright (c) 2007-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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//-----------------------------------------------------------------------------
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// Header Files
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//-----------------------------------------------------------------------------
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#include "llviewerprecompiledheaders.h"
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#include "llviewerjointmesh.h"
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// project includes
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#include "llface.h"
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#include "llpolymesh.h"
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// library includes
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#include "lldarray.h"
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#include "llv4math.h" // for LL_VECTORIZE
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#include "llv4matrix3.h"
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#include "llv4matrix4.h"
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#include "v3math.h"
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#if LL_VECTORIZE
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inline void matrix_translate(LLV4Matrix4& m, const LLMatrix4* w, const LLVector3& j)
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{
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m.mV[VX] = _mm_loadu_ps(w->mMatrix[VX]);
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m.mV[VY] = _mm_loadu_ps(w->mMatrix[VY]);
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m.mV[VZ] = _mm_loadu_ps(w->mMatrix[VZ]);
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m.mV[VW] = _mm_loadu_ps(w->mMatrix[VW]);
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m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VX]), m.mV[VX])); // ( ax * vx ) + vw
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m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VY]), m.mV[VY]));
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m.mV[VW] = _mm_add_ps(m.mV[VW], _mm_mul_ps(_mm_set1_ps(j.mV[VZ]), m.mV[VZ]));
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}
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// static
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void LLViewerJointMesh::updateGeometrySSE(LLFace *face, LLPolyMesh *mesh)
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{
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// This cannot be a file-level static because it will be initialized
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// before main() using SSE code, which will crash on non-SSE processors.
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static LLV4Matrix4 sJointMat[32];
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LLDynamicArray<LLJointRenderData*>& joint_data = mesh->getReferenceMesh()->mJointRenderData;
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//upload joint pivots/matrices
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for(S32 j = 0, jend = joint_data.count(); j < jend ; ++j )
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{
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matrix_translate(sJointMat[j], joint_data[j]->mWorldMatrix,
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joint_data[j]->mSkinJoint ?
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joint_data[j]->mSkinJoint->mRootToJointSkinOffset
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: joint_data[j+1]->mSkinJoint->mRootToParentJointSkinOffset);
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}
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F32 weight = F32_MAX;
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LLV4Matrix4 blend_mat;
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LLStrider<LLVector3> o_vertices;
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LLStrider<LLVector3> o_normals;
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LLVertexBuffer *buffer = face->getVertexBuffer();
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buffer->getVertexStrider(o_vertices, mesh->mFaceVertexOffset);
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buffer->getNormalStrider(o_normals, mesh->mFaceVertexOffset);
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const F32* weights = mesh->getWeights();
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const LLVector3* coords = mesh->getCoords();
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const LLVector3* normals = mesh->getNormals();
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for (U32 index = 0, index_end = mesh->getNumVertices(); index < index_end; ++index)
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{
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if( weight != weights[index])
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{
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S32 joint = llfloor(weight = weights[index]);
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blend_mat.lerp(sJointMat[joint], sJointMat[joint+1], weight - joint);
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}
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blend_mat.multiply(coords[index], o_vertices[index]);
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((LLV4Matrix3)blend_mat).multiply(normals[index], o_normals[index]);
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}
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buffer->setBuffer(0);
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}
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bool LLViewerJointMesh::supportsSSE()
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{
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return true;
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}
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#else
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void LLViewerJointMesh::updateGeometrySSE(LLFace *face, LLPolyMesh *mesh)
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{
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LLViewerJointMesh::updateGeometryVectorized(face, mesh);
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}
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bool LLViewerJointMesh::supportsSSE()
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{
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return false;
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}
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#endif
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