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@ -10581,293 +10581,154 @@ inline void inlTESTPOINT(const hsPoint3& destP,
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// format, blends them into the destination buffer given without the blending
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// info.
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// FPU version
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#define MATRIXMULTBEGIN_FPU(xfm, wgt) \ |
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float m00 = xfm.fMap[0][0]; \
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float m01 = xfm.fMap[0][1]; \
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float m02 = xfm.fMap[0][2]; \
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float m03 = xfm.fMap[0][3]; \
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float m10 = xfm.fMap[1][0]; \
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float m11 = xfm.fMap[1][1]; \
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float m12 = xfm.fMap[1][2]; \
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float m13 = xfm.fMap[1][3]; \
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float m20 = xfm.fMap[2][0]; \
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float m21 = xfm.fMap[2][1]; \
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float m22 = xfm.fMap[2][2]; \
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float m23 = xfm.fMap[2][3]; \
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float m_wgt = wgt; \
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float srcX, srcY, srcZ; |
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#define MATRIXMULTPOINTADD_FPU(dst, src) \ |
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srcX = src.fX; \
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srcY = src.fY; \
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srcZ = src.fZ; \
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\
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dst.fX += (srcX * m00 + srcY * m01 + srcZ * m02 + m03) * m_wgt; \
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dst.fY += (srcX * m10 + srcY * m11 + srcZ * m12 + m13) * m_wgt; \
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dst.fZ += (srcX * m20 + srcY * m21 + srcZ * m22 + m23) * m_wgt; |
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#define MATRIXMULTVECTORADD_FPU(dst, src) \ |
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srcX = src.fX; \
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srcY = src.fY; \
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srcZ = src.fZ; \
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\
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dst.fX += (srcX * m00 + srcY * m01 + srcZ * m02) * m_wgt; \
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dst.fY += (srcX * m10 + srcY * m11 + srcZ * m12) * m_wgt; \
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dst.fZ += (srcX * m20 + srcY * m21 + srcZ * m22) * m_wgt; |
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// SSE3 version
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static inline void ISkinVertexFPU(const hsMatrix44& xfm, float wgt, |
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const float* pt_src, float* pt_dst, |
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const float* vec_src, float* vec_dst) |
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{ |
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const float& m00 = xfm.fMap[0][0]; |
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const float& m01 = xfm.fMap[0][1]; |
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const float& m02 = xfm.fMap[0][2]; |
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const float& m03 = xfm.fMap[0][3]; |
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const float& m10 = xfm.fMap[1][0]; |
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const float& m11 = xfm.fMap[1][1]; |
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const float& m12 = xfm.fMap[1][2]; |
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const float& m13 = xfm.fMap[1][3]; |
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const float& m20 = xfm.fMap[2][0]; |
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const float& m21 = xfm.fMap[2][1]; |
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const float& m22 = xfm.fMap[2][2]; |
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const float& m23 = xfm.fMap[2][3]; |
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// position
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{ |
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const float& srcX = pt_src[0]; |
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const float& srcY = pt_src[1]; |
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const float& srcZ = pt_src[2]; |
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pt_dst[0] += (srcX * m00 + srcY * m01 + srcZ * m02 + m03) * wgt; |
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pt_dst[1] += (srcX * m10 + srcY * m11 + srcZ * m12 + m13) * wgt; |
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pt_dst[2] += (srcX * m20 + srcY * m21 + srcZ * m22 + m23) * wgt; |
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} |
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// normal
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{ |
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const float& srcX = vec_src[0]; |
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const float& srcY = vec_src[1]; |
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const float& srcZ = vec_src[2]; |
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vec_dst[0] += (srcX * m00 + srcY * m01 + srcZ * m02) * wgt; |
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vec_dst[1] += (srcX * m10 + srcY * m11 + srcZ * m12) * wgt; |
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vec_dst[1] += (srcX * m20 + srcY * m21 + srcZ * m22) * wgt; |
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} |
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} |
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#ifdef HS_SSE3 |
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#define MATRIXMULTBEGIN_SSE3(xfm, wgt) \ |
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__m128 mc0, mc1, mc2, mwt, msr, _x, _y, _z, hbuf1, hbuf2, _dst; \
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mc0 = _mm_load_ps(xfm.fMap[0]); \
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mc1 = _mm_load_ps(xfm.fMap[1]); \
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mc2 = _mm_load_ps(xfm.fMap[2]); \
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mwt = _mm_set_ps1(wgt); |
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#define MATRIXMULTBUFADD_SSE3(dst, src) \ |
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msr = _mm_load_ps(src); \
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_x = _mm_mul_ps(_mm_mul_ps(mc0, msr), mwt); \
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_y = _mm_mul_ps(_mm_mul_ps(mc1, msr), mwt); \
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_z = _mm_mul_ps(_mm_mul_ps(mc2, msr), mwt); \
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\
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hbuf1 = _mm_hadd_ps(_x, _y); \
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hbuf2 = _mm_hadd_ps(_z, _z); \
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hbuf1 = _mm_hadd_ps(hbuf1, hbuf2); \
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_dst = _mm_load_ps(dst); \
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_dst = _mm_add_ps(_dst, hbuf1); \
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static inline void ISkinDpSSE3(const float* src, float* dst, const __m128& mc0, |
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const __m128& mc1, const __m128& mc2, const __m128& mwt) |
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{ |
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__m128 msr = _mm_load_ps(src); |
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__m128 _x = _mm_mul_ps(_mm_mul_ps(mc0, msr), mwt); |
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__m128 _y = _mm_mul_ps(_mm_mul_ps(mc1, msr), mwt); |
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__m128 _z = _mm_mul_ps(_mm_mul_ps(mc2, msr), mwt); |
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__m128 hbuf1 = _mm_hadd_ps(_x, _y); |
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__m128 hbuf2 = _mm_hadd_ps(_z, _z); |
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hbuf1 = _mm_hadd_ps(hbuf1, hbuf2); |
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__m128 _dst = _mm_load_ps(dst); |
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_dst = _mm_add_ps(_dst, hbuf1); |
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_mm_store_ps(dst, _dst); |
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#define MATRIXMULTVECTORADD_SSE3(dst, src) \ |
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msr = _mm_set_ps(0.f, src.fZ, src.fY, src.fX); \
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_x = _mm_mul_ps(_mm_mul_ps(mc0, msr), mwt); \
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_y = _mm_mul_ps(_mm_mul_ps(mc1, msr), mwt); \
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_z = _mm_mul_ps(_mm_mul_ps(mc2, msr), mwt); \
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\
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hbuf1 = _mm_hadd_ps(_x, _y); \
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hbuf2 = _mm_hadd_ps(_z, _z); \
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hbuf1 = _mm_hadd_ps(hbuf1, hbuf2); \
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{ \
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ALIGN(16) float hack[4]; \
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_mm_store_ps(hack, hbuf1); \
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dst.fX += hack[0]; \
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dst.fY += hack[1]; \
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dst.fZ += hack[2]; \
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} |
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#endif |
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#endif // HS_SSE3
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// CPU-optimized functions requiring dispatch
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hsFunctionDispatcher<plDXPipeline::blend_vert_buffer_ptr> plDXPipeline::blend_vert_buffer(plDXPipeline::blend_vert_buffer_fpu, 0, 0, plDXPipeline::blend_vert_buffer_sse3); |
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// Temporary macros for IBlendVertsIntoBuffer dispatch code de-duplication
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#define BLENDVERTSTART \ |
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ALIGN(16) float pt_buf[] = { 0.f, 0.f, 0.f, 1.f }; \
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ALIGN(16) float vec_buf[] = { 0.f, 0.f, 0.f, 0.f }; \
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ALIGN(16) float destPt_buf[4], destNorm_buf[4]; \
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hsPoint3* pt = reinterpret_cast<hsPoint3*>(pt_buf); \
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hsPoint3* destPt = reinterpret_cast<hsPoint3*>(destPt_buf); \
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hsVector3* vec = reinterpret_cast<hsVector3*>(vec_buf); \
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hsVector3* destNorm = reinterpret_cast<hsVector3*>(destNorm_buf); \
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\
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uint8_t numUVs, numWeights; \
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uint32_t i, j, indices, color, specColor, uvChanSize; \
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float weights[ 4 ], weightSum; \
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\
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/* Get some counts */\
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switch( format & plGBufferGroup::kSkinWeightMask ) \
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{ \
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case plGBufferGroup::kSkin1Weight: numWeights = 1; break; \
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case plGBufferGroup::kSkin2Weights: numWeights = 2; break; \
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case plGBufferGroup::kSkin3Weights: numWeights = 3; break; \
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default: hsAssert( false, "Invalid weight count in IBlendVertsIntoBuffer()" ); \
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} \
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\
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numUVs = plGBufferGroup::CalcNumUVs( format ); \
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uvChanSize = numUVs * sizeof( float ) * 3; \
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\
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/* localUVWChans is bump mapping tangent space vectors, which need to
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// be skinned like the normal, as opposed to passed through like
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// garden variety UVW coordinates.
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// There are no localUVWChans that I know of in production assets (i.e.
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// the avatar is not skinned).*/\
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if( !localUVWChans ) \
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{ \
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/* Copy whilst blending */\
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for( i = 0; i < count; i++ ) \
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{ \
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/* Extract data */\
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src = inlExtractPoint( src, pt ); \
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for( j = 0, weightSum = 0; j < numWeights; j++ ) \
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{ \
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src = inlExtractFloat( src, weights[ j ] ); \
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weightSum += weights[ j ]; \
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} \
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weights[ j ] = 1 - weightSum; \
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\
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if( format & plGBufferGroup::kSkinIndices ) \
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{ \
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src = inlExtractUInt32( src, indices ); \
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} \
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else \
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{ \
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indices = 1 << 8; \
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} \
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src = inlExtractPoint( src, vec ); \
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src = inlExtractUInt32( src, color ); \
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src = inlExtractUInt32( src, specColor ); \
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\
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/* Blend */\
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destPt->Set(0.f, 0.f, 0.f); \
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destPt_buf[3] = 1.f; \
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destNorm->Set(0.f, 0.f, 0.f); \
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for( j = 0; j < numWeights + 1; j++ ) \
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{ \
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if( weights[ j ] ) \
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static inline void ISkinVertexSSE3(const hsMatrix44& xfm, float wgt, |
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const float* pt_src, float* pt_dst, |
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const float* vec_src, float* vec_dst) |
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{ |
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/*
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MATRIXMULTBEGIN(matrixPalette[indices & 0xff], weights[j]); |
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#ifdef HS_SSE3 |
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__m128 mc0 = _mm_load_ps(xfm.fMap[0]); |
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__m128 mc1 = _mm_load_ps(xfm.fMap[1]); |
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__m128 mc2 = _mm_load_ps(xfm.fMap[2]); |
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__m128 mwt = _mm_set_ps1(wgt); |
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MATRIXMULTPOINTADD(destPt, pt); |
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MATRIXMULTVECTORADD(destNorm, vec); |
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*/ |
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#define BLENDVERTMID \ |
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} \
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\
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indices >>= 8; \
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} \
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/* Probably don't really need to renormalize this. There errors are
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// going to be subtle and "smooth".*/\
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/* hsFastMath::NormalizeAppr(destNorm);*/ \
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\
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/* Slam data into position now */\
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dest = inlStuffPoint( dest, destPt ); \
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dest = inlStuffPoint( dest, destNorm ); \
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dest = inlStuffUInt32( dest, color ); \
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dest = inlStuffUInt32( dest, specColor ); \
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memcpy( dest, src, uvChanSize ); \
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src += uvChanSize; \
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dest += uvChanSize; \
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} \
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} \
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else \
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{ \
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uint8_t hiChan = localUVWChans >> 8; \
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uint8_t loChan = localUVWChans & 0xff; \
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/* Copy whilst blending */\
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for( i = 0; i < count; i++ ) \
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{ \
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hsVector3 srcUVWs[plGeometrySpan::kMaxNumUVChannels]; \
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hsVector3 dstUVWs[plGeometrySpan::kMaxNumUVChannels]; \
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\
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/* Extract data */\
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src = inlExtractPoint( src, pt ); \
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for( j = 0, weightSum = 0; j < numWeights; j++ ) \
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{ \
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src = inlExtractFloat( src, weights[ j ] ); \
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weightSum += weights[ j ]; \
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} \
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weights[ j ] = 1 - weightSum; \
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\
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if( format & plGBufferGroup::kSkinIndices ) \
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{ \
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src = inlExtractUInt32( src, indices ); \
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} \
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else \
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{ \
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indices = 1 << 8; \
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} \
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\
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src = inlExtractPoint( src, vec ); \
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src = inlExtractUInt32( src, color ); \
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src = inlExtractUInt32( src, specColor ); \
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\
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uint8_t k; \
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for( k = 0; k < numUVs; k++ ) \
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{ \
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src = inlExtractPoint( src, &srcUVWs[k] ); \
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} \
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memcpy( dstUVWs, srcUVWs, uvChanSize); \
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dstUVWs[loChan].Set(0,0,0); \
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dstUVWs[hiChan].Set(0,0,0); \
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\
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/* Blend */\
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destPt->Set(0.f, 0.f, 0.f); \
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destPt_buf[3] = 1.f; \
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destNorm->Set(0.f, 0.f, 0.f); \
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for( j = 0; j < numWeights + 1; j++ ) \
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{ \
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if( weights[ j ] ) \
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{ \
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/*
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MATRIXMULTBEGIN(matrixPalette[indices & 0xff], weights[j]); |
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ISkinDpSSE3(pt_src, pt_dst, mc0, mc1, mc2, mwt); |
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ISkinDpSSE3(vec_src, vec_dst, mc0, mc1, mc2, mwt); |
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#endif // HS_SSE3
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} |
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MATRIXMULTPOINTADD(destPt, pt); |
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MATRIXMULTVECTORADD(destNorm, vec); |
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MATRIXMULTVECTORADD(dstUVWs[loChan], srcUVWs[loChan]); |
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MATRIXMULTVECTORADD(dstUVWs[hiChan], srcUVWs[hiChan]); |
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*/ |
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#define BLENDVERTEND \ |
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} \
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\
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indices >>= 8; \
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} \
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/* Probably don't really need to renormalize this. There errors are
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// going to be subtle and "smooth". */\
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/* hsFastMath::NormalizeAppr(destNorm); */\
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/* hsFastMath::NormalizeAppr(dstUVWs[loChan]); */\
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/* hsFastMath::NormalizeAppr(dstUVWs[hiChan]); */\
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\
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/* Slam data into position now */\
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dest = inlStuffPoint( dest, destPt ); \
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dest = inlStuffPoint( dest, destNorm ); \
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dest = inlStuffUInt32( dest, color ); \
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dest = inlStuffUInt32( dest, specColor ); \
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memcpy( dest, dstUVWs, uvChanSize ); \
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dest += uvChanSize; \
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} \
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} |
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void plDXPipeline::blend_vert_buffer_fpu( plSpan* span, |
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hsMatrix44* matrixPalette, int numMatrices, |
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typedef void(*skin_vert_ptr)(const hsMatrix44&, float, const float*, float*, const float*, float*); |
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template<skin_vert_ptr T> |
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static void IBlendVertBuffer(plSpan* span, hsMatrix44* matrixPalette, int numMatrices, |
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const uint8_t* src, uint8_t format, uint32_t srcStride, |
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uint8_t* dest, uint32_t destStride, uint32_t count, |
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uint16_t localUVWChans) |
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{ |
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BLENDVERTSTART |
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MATRIXMULTBEGIN_FPU(matrixPalette[indices & 0xff], weights[j]); |
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ALIGN(16) float pt_buf[] = { 0.f, 0.f, 0.f, 1.f }; |
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ALIGN(16) float vec_buf[] = { 0.f, 0.f, 0.f, 0.f }; |
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ALIGN(16) float destPt_buf[4], destNorm_buf[4]; |
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hsPoint3* pt = reinterpret_cast<hsPoint3*>(pt_buf); |
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hsPoint3* destPt = reinterpret_cast<hsPoint3*>(destPt_buf); |
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hsVector3* vec = reinterpret_cast<hsVector3*>(vec_buf); |
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hsVector3* destNorm = reinterpret_cast<hsVector3*>(destNorm_buf); |
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MATRIXMULTPOINTADD_FPU((*destPt), (*pt)); |
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MATRIXMULTVECTORADD_FPU((*destNorm), (*vec)); |
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BLENDVERTMID |
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MATRIXMULTBEGIN_FPU(matrixPalette[indices & 0xff], weights[j]); |
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uint8_t numUVs; |
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|
uint32_t indices, color, specColor, uvChanSize; |
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|
float weights[4]; |
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MATRIXMULTPOINTADD_FPU((*destPt), (*pt)); |
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MATRIXMULTVECTORADD_FPU((*destNorm), (*vec)); |
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|
MATRIXMULTVECTORADD_FPU(dstUVWs[loChan], srcUVWs[loChan]); |
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|
MATRIXMULTVECTORADD_FPU(dstUVWs[hiChan], srcUVWs[hiChan]); |
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|
numUVs = plGBufferGroup::CalcNumUVs(format); |
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|
uvChanSize = numUVs * sizeof(float) * 3; |
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|
uint8_t numWeights = (format & plGBufferGroup::kSkinWeightMask) >> 4; |
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|
|
BLENDVERTEND |
|
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|
|
// Dropped support for localUVWChans at templatization of code
|
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|
|
hsAssert(localUVWChans == 0, "support for skinned UVWs dropped. reimplement me?"); |
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|
|
for (uint32_t i = 0; i < count; ++i) { |
|
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|
|
// Extract data
|
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|
|
src = inlExtractPoint( src, pt ); |
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|
|
float weightSum = 0.f; |
|
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|
|
for (uint8_t j = 0; j < numWeights; ++j) { |
|
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|
|
src = inlExtractFloat(src, weights[j]); |
|
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|
|
weightSum += weights[j]; |
|
|
|
|
} |
|
|
|
|
weights[numWeights] = 1.f - weightSum; |
|
|
|
|
|
|
|
|
|
void plDXPipeline::blend_vert_buffer_sse3( plSpan* span, |
|
|
|
|
hsMatrix44* matrixPalette, int numMatrices, |
|
|
|
|
const uint8_t *src, uint8_t format, uint32_t srcStride, |
|
|
|
|
uint8_t *dest, uint32_t destStride, uint32_t count, |
|
|
|
|
uint16_t localUVWChans ) |
|
|
|
|
{ |
|
|
|
|
#ifdef HS_SSE3 |
|
|
|
|
BLENDVERTSTART |
|
|
|
|
MATRIXMULTBEGIN_SSE3(matrixPalette[indices & 0xff], weights[j]); |
|
|
|
|
|
|
|
|
|
MATRIXMULTBUFADD_SSE3(destPt_buf, pt_buf); |
|
|
|
|
MATRIXMULTBUFADD_SSE3(destNorm_buf, vec_buf); |
|
|
|
|
BLENDVERTMID |
|
|
|
|
MATRIXMULTBEGIN_SSE3(matrixPalette[indices & 0xff], weights[j]); |
|
|
|
|
|
|
|
|
|
MATRIXMULTBUFADD_SSE3(destPt_buf, pt_buf); |
|
|
|
|
MATRIXMULTBUFADD_SSE3(destNorm_buf, vec_buf); |
|
|
|
|
MATRIXMULTVECTORADD_SSE3(dstUVWs[loChan], srcUVWs[loChan]); |
|
|
|
|
MATRIXMULTVECTORADD_SSE3(dstUVWs[hiChan], srcUVWs[hiChan]); |
|
|
|
|
BLENDVERTEND |
|
|
|
|
#endif // HS_SSE3
|
|
|
|
|
if (format & plGBufferGroup::kSkinIndices) |
|
|
|
|
src = inlExtractUInt32( src, indices ); |
|
|
|
|
else |
|
|
|
|
indices = 1 << 8; |
|
|
|
|
src = inlExtractPoint( src, vec ); |
|
|
|
|
src = inlExtractUInt32( src, color ); |
|
|
|
|
src = inlExtractUInt32( src, specColor ); |
|
|
|
|
|
|
|
|
|
// Blend
|
|
|
|
|
destPt->Set(0.f, 0.f, 0.f); |
|
|
|
|
destPt_buf[3] = 1.f; |
|
|
|
|
destNorm->Set(0.f, 0.f, 0.f); |
|
|
|
|
destNorm_buf[3] = 0.f; |
|
|
|
|
for (uint32_t j = 0; j < numWeights + 1; ++j) { |
|
|
|
|
if (weights[j]) |
|
|
|
|
T(matrixPalette[indices & 0xFF], weights[j], pt_buf, destPt_buf, vec_buf, destNorm_buf); |
|
|
|
|
indices >>= 8; |
|
|
|
|
} |
|
|
|
|
// Probably don't really need to renormalize this. There errors are
|
|
|
|
|
// going to be subtle and "smooth".
|
|
|
|
|
/* hsFastMath::NormalizeAppr(destNorm); */ |
|
|
|
|
|
|
|
|
|
// Slam data into position now
|
|
|
|
|
dest = inlStuffPoint( dest, destPt ); |
|
|
|
|
dest = inlStuffPoint( dest, destNorm ); |
|
|
|
|
dest = inlStuffUInt32( dest, color ); |
|
|
|
|
dest = inlStuffUInt32( dest, specColor ); |
|
|
|
|
memcpy( dest, src, uvChanSize ); |
|
|
|
|
src += uvChanSize; |
|
|
|
|
dest += uvChanSize; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// CPU-optimized functions requiring dispatch
|
|
|
|
|
hsFunctionDispatcher<plDXPipeline::blend_vert_buffer_ptr> plDXPipeline::blend_vert_buffer( |
|
|
|
|
IBlendVertBuffer<ISkinVertexFPU>, 0, 0, IBlendVertBuffer<ISkinVertexSSE3>); |
|
|
|
|
|
|
|
|
|
// ISetPipeConsts //////////////////////////////////////////////////////////////////
|
|
|
|
|
// A shader can request that the pipeline fill in certain constants that are indeterminate
|
|
|
|
|
// until the pipeline is about to render the object the shader is applied to. For example,
|
|
|
|
|