Restored generic (non-SIMD) code

This commit is contained in:
Brian Harris
2013-05-29 13:12:13 -05:00
parent be311f42e1
commit 9c37079c16
23 changed files with 3328 additions and 24 deletions

View File

@@ -87,6 +87,7 @@ static void R_ShadowVolumeCullBits( byte *cullBits, byte &totalOr, const float r
assert_16_byte_aligned( cullBits );
assert_16_byte_aligned( verts );
#ifdef ID_WIN_X86_SSE2_INTRIN
idODSStreamedArray< idShadowVert, 16, SBT_DOUBLE, 4 > vertsODS( verts, numVerts );
@@ -208,6 +209,54 @@ static void R_ShadowVolumeCullBits( byte *cullBits, byte &totalOr, const float r
totalOr = (byte) _mm_cvtsi128_si32( vecTotalOrByte );
#else
idODSStreamedArray< idShadowVert, 16, SBT_DOUBLE, 1 > vertsODS( verts, numVerts );
byte tOr = 0;
for ( int i = 0; i < numVerts; ) {
const int nextNumVerts = vertsODS.FetchNextBatch() - 1;
for ( ; i <= nextNumVerts; i++ ) {
const idVec3 & v = vertsODS[i].xyzw.ToVec3();
const float d0 = planes[0].Distance( v );
const float d1 = planes[1].Distance( v );
const float d2 = planes[2].Distance( v );
const float d3 = planes[3].Distance( v );
const float t0 = d0 + radius;
const float t1 = d1 + radius;
const float t2 = d2 + radius;
const float t3 = d3 + radius;
const float s0 = d0 - radius;
const float s1 = d1 - radius;
const float s2 = d2 - radius;
const float s3 = d3 - radius;
byte bits;
bits = IEEE_FLT_SIGNBITSET( t0 ) << 0;
bits |= IEEE_FLT_SIGNBITSET( t1 ) << 1;
bits |= IEEE_FLT_SIGNBITSET( t2 ) << 2;
bits |= IEEE_FLT_SIGNBITSET( t3 ) << 3;
bits |= IEEE_FLT_SIGNBITSET( s0 ) << 4;
bits |= IEEE_FLT_SIGNBITSET( s1 ) << 5;
bits |= IEEE_FLT_SIGNBITSET( s2 ) << 6;
bits |= IEEE_FLT_SIGNBITSET( s3 ) << 7;
bits ^= 0x0F; // flip lower four bits
tOr |= bits;
cullBits[i] = bits;
}
}
totalOr = tOr;
#endif
}
/*

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@@ -31,6 +31,7 @@ If you have questions concerning this license or the applicable additional terms
#include "../../../idlib/sys/sys_intrinsics.h"
#include "../../../idlib/geometry/DrawVert_intrinsics.h"
#ifdef ID_WIN_X86_SSE2_INTRIN
static const __m128i vector_int_neg_one = _mm_set_epi32( -1, -1, -1, -1 );
@@ -126,6 +127,69 @@ static __forceinline __m128i TriangleCulled_SSE2( const __m128 & vert0X, const _
return _mm_castps_si128( _mm_cmpeq_ps( b0, zero ) );
}
#else
/*
=====================
TriangleFacing
Returns 255 if the triangle is facing the light origin, otherwise returns 0.
=====================
*/
static byte TriangleFacing_Generic( const idVec3 & v1, const idVec3 & v2, const idVec3 & v3, const idVec3 & lightOrigin ) {
const float sx = v2.x - v1.x;
const float sy = v2.y - v1.y;
const float sz = v2.z - v1.z;
const float tx = v3.x - v1.x;
const float ty = v3.y - v1.y;
const float tz = v3.z - v1.z;
const float normalX = ty * sz - tz * sy;
const float normalY = tz * sx - tx * sz;
const float normalZ = tx * sy - ty * sx;
const float normalW = normalX * v1.x + normalY * v1.y + normalZ * v1.z;
const float d = lightOrigin.x * normalX + lightOrigin.y * normalY + lightOrigin.z * normalZ - normalW;
return ( d > 0.0f ) ? 255 : 0;
}
/*
=====================
TriangleCulled
Returns 255 if the triangle is culled to the light projection matrix, otherwise returns 0.
The clip space of the 'lightProject' is assumed to be in the range [0, 1].
=====================
*/
static byte TriangleCulled_Generic( const idVec3 & v1, const idVec3 & v2, const idVec3 & v3, const idRenderMatrix & lightProject ) {
// transform the triangle
idVec4 c[3];
for ( int i = 0; i < 4; i++ ) {
c[0][i] = v1[0] * lightProject[i][0] + v1[1] * lightProject[i][1] + v1[2] * lightProject[i][2] + lightProject[i][3];
c[1][i] = v2[0] * lightProject[i][0] + v2[1] * lightProject[i][1] + v2[2] * lightProject[i][2] + lightProject[i][3];
c[2][i] = v3[0] * lightProject[i][0] + v3[1] * lightProject[i][1] + v3[2] * lightProject[i][2] + lightProject[i][3];
}
// calculate the culled bits
int bits = 0;
for ( int i = 0; i < 3; i++ ) {
const float minW = 0.0f;
const float maxW = c[i][3];
if ( c[i][0] > minW ) { bits |= ( 1 << 0 ); }
if ( c[i][0] < maxW ) { bits |= ( 1 << 1 ); }
if ( c[i][1] > minW ) { bits |= ( 1 << 2 ); }
if ( c[i][1] < maxW ) { bits |= ( 1 << 3 ); }
if ( c[i][2] > minW ) { bits |= ( 1 << 4 ); }
if ( c[i][2] < maxW ) { bits |= ( 1 << 5 ); }
}
// if any bits weren't set, the triangle is completely off one side of the frustum
return ( bits != 63 ) ? 255 : 0;
}
#endif
/*
=====================
@@ -155,6 +219,7 @@ static int CalculateTriangleFacingCulledStatic( byte * __restrict facing, byte *
const idVec3 lineDir = lineDelta * lineLengthRcp;
const float lineLength = lineLengthSqr * lineLengthRcp;
#ifdef ID_WIN_X86_SSE2_INTRIN
idODSStreamedIndexedArray< idDrawVert, triIndex_t, 32, SBT_QUAD, 4 * 3 > indexedVertsODS( verts, numVerts, indexes, numIndexes );
@@ -261,6 +326,55 @@ static int CalculateTriangleFacingCulledStatic( byte * __restrict facing, byte *
return _mm_cvtsi128_si32( numFrontFacing );
#else
idODSStreamedIndexedArray< idDrawVert, triIndex_t, 32, SBT_QUAD, 1 > indexedVertsODS( verts, numVerts, indexes, numIndexes );
const byte cullShadowTrianglesToLightMask = cullShadowTrianglesToLight ? 255 : 0;
int numFrontFacing = 0;
for ( int i = 0, j = 0; i < numIndexes; ) {
const int batchStart = i;
const int batchEnd = indexedVertsODS.FetchNextBatch();
const int indexStart = j;
for ( ; i <= batchEnd - 3; i += 3, j++ ) {
const idVec3 & v1 = indexedVertsODS[i + 0].xyz;
const idVec3 & v2 = indexedVertsODS[i + 1].xyz;
const idVec3 & v3 = indexedVertsODS[i + 2].xyz;
const byte triangleCulled = TriangleCulled_Generic( v1, v2, v3, lightProject );
byte triangleFacing = TriangleFacing_Generic( v1, v2, v3, lightOrigin );
// optionally make triangles that are outside the light frustum facing so they do not contribute to the shadow volume
triangleFacing |= ( triangleCulled & cullShadowTrianglesToLightMask );
culled[j] = triangleCulled;
facing[j] = triangleFacing;
// count the number of facing triangles
numFrontFacing += ( triangleFacing & 1 );
}
if ( insideShadowVolume != NULL ) {
for ( int k = batchStart, n = indexStart; k <= batchEnd - 3; k += 3, n++ ) {
if ( !facing[n] ) {
if ( R_LineIntersectsTriangleExpandedWithSphere( lineStart, lineEnd, lineDir, lineLength, radius, indexedVertsODS[k + 2].xyz, indexedVertsODS[k + 1].xyz, indexedVertsODS[k + 0].xyz ) ) {
*insideShadowVolume = true;
insideShadowVolume = NULL;
break;
}
}
}
}
}
return numFrontFacing;
#endif
}
/*
@@ -291,6 +405,7 @@ static int CalculateTriangleFacingCulledSkinned( byte * __restrict facing, byte
const idVec3 lineDir = lineDelta * lineLengthRcp;
const float lineLength = lineLengthSqr * lineLengthRcp;
#ifdef ID_WIN_X86_SSE2_INTRIN
idODSStreamedArray< idDrawVert, 32, SBT_DOUBLE, 1 > vertsODS( verts, numVerts );
@@ -428,6 +543,74 @@ static int CalculateTriangleFacingCulledSkinned( byte * __restrict facing, byte
return _mm_cvtsi128_si32( numFrontFacing );
#else
idODSStreamedArray< idDrawVert, 32, SBT_DOUBLE, 1 > vertsODS( verts, numVerts );
for ( int i = 0; i < numVerts; ) {
const int nextNumVerts = vertsODS.FetchNextBatch() - 1;
for ( ; i <= nextNumVerts; i++ ) {
tempVerts[i].ToVec3() = Scalar_LoadSkinnedDrawVertPosition( vertsODS[i], joints );
tempVerts[i].w = 1.0f;
}
}
idODSStreamedArray< triIndex_t, 256, SBT_QUAD, 1 > indexesODS( indexes, numIndexes );
const byte cullShadowTrianglesToLightMask = cullShadowTrianglesToLight ? 255 : 0;
int numFrontFacing = 0;
for ( int i = 0, j = 0; i < numIndexes; ) {
const int batchStart = i;
const int batchEnd = indexesODS.FetchNextBatch();
const int indexStart = j;
for ( ; i <= batchEnd - 3; i += 3, j++ ) {
const int i0 = indexesODS[i + 0];
const int i1 = indexesODS[i + 1];
const int i2 = indexesODS[i + 2];
const idVec3 & v1 = tempVerts[i0].ToVec3();
const idVec3 & v2 = tempVerts[i1].ToVec3();
const idVec3 & v3 = tempVerts[i2].ToVec3();
const byte triangleCulled = TriangleCulled_Generic( v1, v2, v3, lightProject );
byte triangleFacing = TriangleFacing_Generic( v1, v2, v3, lightOrigin );
// optionally make triangles that are outside the light frustum facing so they do not contribute to the shadow volume
triangleFacing |= ( triangleCulled & cullShadowTrianglesToLightMask );
culled[j] = triangleCulled;
facing[j] = triangleFacing;
// count the number of facing triangles
numFrontFacing += ( triangleFacing & 1 );
}
if ( insideShadowVolume != NULL ) {
for ( int k = batchStart, n = indexStart; k <= batchEnd - 3; k += 3, n++ ) {
if ( !facing[n] ) {
const int i0 = indexesODS[k + 0];
const int i1 = indexesODS[k + 1];
const int i2 = indexesODS[k + 2];
if ( R_LineIntersectsTriangleExpandedWithSphere( lineStart, lineEnd, lineDir, lineLength, radius, tempVerts[i2].ToVec3(), tempVerts[i1].ToVec3(), tempVerts[i0].ToVec3() ) ) {
*insideShadowVolume = true;
insideShadowVolume = NULL;
break;
}
}
}
}
}
return numFrontFacing;
#endif
}
/*
@@ -440,6 +623,7 @@ static void StreamOut( void * dst, const void * src, int numBytes ) {
assert_16_byte_aligned( dst );
assert_16_byte_aligned( src );
#ifdef ID_WIN_X86_SSE2_INTRIN
int i = 0;
for ( ; i + 128 <= numBytes; i += 128 ) {
__m128i d0 = _mm_load_si128( (const __m128i *)( (byte *)src + i + 0*16 ) );
@@ -463,6 +647,9 @@ static void StreamOut( void * dst, const void * src, int numBytes ) {
__m128i d = _mm_load_si128( (__m128i *)( (byte *)src + i ) );
_mm_stream_si128( (__m128i *)( (byte *)dst + i ), d );
}
#else
memcpy( dst, src, numBytes );
#endif
}
/*
@@ -671,7 +858,9 @@ static void R_CreateShadowVolumeTriangles( triIndex_t *__restrict shadowIndices,
numShadowIndexesTotal = numShadowIndices;
#if defined( ID_WIN_X86_SSE2_INTRIN )
_mm_sfence();
#endif
#else // NOTE: this code will not work on the SPU because it tries to write directly to the destination
@@ -844,7 +1033,9 @@ void R_CreateLightTriangles( triIndex_t * __restrict lightIndices, triIndex_t *
numLightIndicesTotal = numLightIndices;
#if defined( ID_WIN_X86_SSE2_INTRIN )
_mm_sfence();
#endif
#else // NOTE: this code will not work on the SPU because it tries to write directly to the destination