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// From https://github.com/chadaustin/Web-Benchmarks/blob/master/skinning_test_no_simd.cpp
// Modifications:
// 1. Run for a fixed # of iterations, so the total runtime is the benchmark
// 2. Not have so much stuff on the stack in main()
//
// compiled in cygwin with:
// g++ -Wall -O2 -o skinning_test_no_simd skinning_test_no_simd.cpp
#include <vector>
#include <set>
#include <map>
#include <assert.h>
#include <math.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
struct CalBase4 {
float x, y, z, w;
void set(float _x, float _y, float _z, float _w) {
x = _x;
y = _y;
z = _z;
w = _w;
}
};
struct CalVector4 : CalBase4 {
CalVector4() {
x = 0.0f;
y = 0.0f;
z = 0.0f;
w = 0.0f;
}
CalVector4(float x, float y, float z, float w = 0.0f) {
this->x = x;
this->y = y;
this->z = z;
this->w = w;
}
void setAsVector(float x, float y, float z) {
this->x = x;
this->y = y;
this->z = z;
w = 0.0f;
}
};
struct CalPoint4 : CalBase4 {
CalPoint4() {
x = 0.0f;
y = 0.0f;
z = 0.0f;
w = 1.0f;
}
CalPoint4(float x, float y, float z, float w = 1.0f) {
this->x = x;
this->y = y;
this->z = z;
this->w = w;
}
void setAsPoint(float x, float y, float z) {
x = this->x;
y = this->y;
z = this->z;
w = 1.0f;
}
};
// 3x3 transform matrix plus a translation 3-vector (stored in the w components
// of the rows.
struct BoneTransform {
CalVector4 rowx;
CalVector4 rowy;
CalVector4 rowz;
};
struct Influence
{
Influence() {
boneId = -1;
weight = 0.0f;
lastInfluenceForThisVertex = 0;
}
Influence(unsigned b, float w, bool last) {
boneId = b;
weight = w;
lastInfluenceForThisVertex = last ? 1 : 0;
}
unsigned boneId;
float weight;
unsigned lastInfluenceForThisVertex;
};
struct Vertex
{
CalPoint4 position;
CalVector4 normal;
};
inline void ScaleMatrix(BoneTransform& result, const BoneTransform& mat, const float s) {
result.rowx.x = s * mat.rowx.x;
result.rowx.y = s * mat.rowx.y;
result.rowx.z = s * mat.rowx.z;
result.rowx.w = s * mat.rowx.w;
result.rowy.x = s * mat.rowy.x;
result.rowy.y = s * mat.rowy.y;
result.rowy.z = s * mat.rowy.z;
result.rowy.w = s * mat.rowy.w;
result.rowz.x = s * mat.rowz.x;
result.rowz.y = s * mat.rowz.y;
result.rowz.z = s * mat.rowz.z;
result.rowz.w = s * mat.rowz.w;
}
inline void AddScaledMatrix(BoneTransform& result, const BoneTransform& mat, const float s) {
result.rowx.x += s * mat.rowx.x;
result.rowx.y += s * mat.rowx.y;
result.rowx.z += s * mat.rowx.z;
result.rowx.w += s * mat.rowx.w;
result.rowy.x += s * mat.rowy.x;
result.rowy.y += s * mat.rowy.y;
result.rowy.z += s * mat.rowy.z;
result.rowy.w += s * mat.rowy.w;
result.rowz.x += s * mat.rowz.x;
result.rowz.y += s * mat.rowz.y;
result.rowz.z += s * mat.rowz.z;
result.rowz.w += s * mat.rowz.w;
}
inline void TransformPoint(CalVector4& result, const BoneTransform& m, const CalBase4& v) {
result.x = m.rowx.x * v.x + m.rowx.y * v.y + m.rowx.z * v.z + m.rowx.w;
result.y = m.rowy.x * v.x + m.rowy.y * v.y + m.rowy.z * v.z + m.rowy.w;
result.z = m.rowz.x * v.x + m.rowz.y * v.y + m.rowz.z * v.z + m.rowz.w;
}
inline void TransformVector(CalVector4& result, const BoneTransform& m, const CalBase4& v) {
result.x = m.rowx.x * v.x + m.rowx.y * v.y + m.rowx.z * v.z;
result.y = m.rowy.x * v.x + m.rowy.y * v.y + m.rowy.z * v.z;
result.z = m.rowz.x * v.x + m.rowz.y * v.y + m.rowz.z * v.z;
}
void calculateVerticesAndNormals_x87(
const BoneTransform* boneTransforms,
int vertexCount,
const Vertex* vertices,
const Influence* influences,
CalVector4* output_vertex
) {
BoneTransform total_transform;
// calculate all submesh vertices
while (vertexCount--) {
ScaleMatrix(total_transform, boneTransforms[influences->boneId], influences->weight);
while (!influences++->lastInfluenceForThisVertex) {
AddScaledMatrix(total_transform, boneTransforms[influences->boneId], influences->weight);
}
TransformPoint(output_vertex[0], total_transform, vertices->position);
TransformVector(output_vertex[1], total_transform, vertices->normal);
++vertices;
output_vertex += 2;
}
}
int main (int argc, char*argv[])
{
const int N=atoi(argv[1]);
const int M=atoi(argv[2]);
Vertex *v = new Vertex[N];
Influence *i = new Influence[N];
for (int k = 0; k < N; ++k) {
v[k].position.setAsPoint(1.0f, 2.0f, 3.0f);
v[k].normal.setAsVector(0.0f, 0.0f, 1.0f);
i[k].boneId = 0;
i[k].weight = 1.0f;
i[k].lastInfluenceForThisVertex = true;
}
BoneTransform bt;
memset(&bt, 0, sizeof(bt));
CalVector4 *output = new CalVector4[N * 2];
for (unsigned j = 0; j < M; j++)
calculateVerticesAndNormals_x87(&bt, N, v, i, output);
float sum = 0;
for (unsigned j = 0; j < N * 2; ++j) {
sum += (output[j].x + output[j].y + output[j].z + output[j].w);
}
printf("blah=%f\n", sum);
}
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