1 #include "mod_skeletal_animatevertices_sse.h"
2 
3 #ifdef SSE_POSSIBLE
4 
5 #ifdef MATRIX4x4_OPENGLORIENTATION
6 #error "SSE skeletal requires D3D matrix layout"
7 #endif
8 
9 #include <xmmintrin.h>
10 
Mod_Skeletal_AnimateVertices_SSE(const dp_model_t * RESTRICT model,const frameblend_t * RESTRICT frameblend,const skeleton_t * skeleton,float * RESTRICT vertex3f,float * RESTRICT normal3f,float * RESTRICT svector3f,float * RESTRICT tvector3f)11 void Mod_Skeletal_AnimateVertices_SSE(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
12 {
13 	// vertex weighted skeletal
14 	int i, k;
15 	int blends;
16 	matrix4x4_t *bonepose;
17 	matrix4x4_t *boneposerelative;
18 	const blendweights_t * RESTRICT weights;
19 	int num_vertices_minus_one;
20 
21 	num_vertices_minus_one = model->surfmesh.num_vertices - 1;
22 
23 	//unsigned long long ts = rdtsc();
24 	bonepose = (matrix4x4_t *) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(matrix4x4_t) * (model->num_bones*2 + model->surfmesh.num_blends));
25 	boneposerelative = bonepose + model->num_bones;
26 
27 	if (skeleton && !skeleton->relativetransforms)
28 		skeleton = NULL;
29 
30 	// interpolate matrices
31 	if (skeleton)
32 	{
33 		for (i = 0;i < model->num_bones;i++)
34 		{
35 			const float * RESTRICT n = model->data_baseboneposeinverse + i * 12;
36 			matrix4x4_t * RESTRICT s = &skeleton->relativetransforms[i];
37 			matrix4x4_t * RESTRICT b = &bonepose[i];
38 			matrix4x4_t * RESTRICT r = &boneposerelative[i];
39 			__m128 b0, b1, b2, b3, r0, r1, r2, r3, nr;
40 			if (model->data_bones[i].parent >= 0)
41 			{
42 				const matrix4x4_t * RESTRICT p = &bonepose[model->data_bones[i].parent];
43 				__m128 s0 = _mm_loadu_ps(s->m[0]), s1 = _mm_loadu_ps(s->m[1]), s2 = _mm_loadu_ps(s->m[2]);
44 #ifdef OPENGLORIENTATION
45 				__m128 s3 = _mm_loadu_ps(s->m[3]);
46 #define SKELETON_MATRIX(r, c) _mm_shuffle_ps(s##c, s##c, _MM_SHUFFLE(r, r, r, r))
47 #else
48 #define SKELETON_MATRIX(r, c) _mm_shuffle_ps(s##r, s##r, _MM_SHUFFLE(c, c, c, c))
49 #endif
50 				__m128 pr = _mm_load_ps(p->m[0]);
51 				b0 = _mm_mul_ps(pr, SKELETON_MATRIX(0, 0));
52 				b1 = _mm_mul_ps(pr, SKELETON_MATRIX(0, 1));
53 				b2 = _mm_mul_ps(pr, SKELETON_MATRIX(0, 2));
54 				b3 = _mm_mul_ps(pr, SKELETON_MATRIX(0, 3));
55 				pr = _mm_load_ps(p->m[1]);
56 				b0 = _mm_add_ps(b0, _mm_mul_ps(pr, SKELETON_MATRIX(1, 0)));
57 				b1 = _mm_add_ps(b1, _mm_mul_ps(pr, SKELETON_MATRIX(1, 1)));
58 				b2 = _mm_add_ps(b2, _mm_mul_ps(pr, SKELETON_MATRIX(1, 2)));
59 				b3 = _mm_add_ps(b3, _mm_mul_ps(pr, SKELETON_MATRIX(1, 3)));
60 				pr = _mm_load_ps(p->m[2]);
61 				b0 = _mm_add_ps(b0, _mm_mul_ps(pr, SKELETON_MATRIX(2, 0)));
62 				b1 = _mm_add_ps(b1, _mm_mul_ps(pr, SKELETON_MATRIX(2, 1)));
63 				b2 = _mm_add_ps(b2, _mm_mul_ps(pr, SKELETON_MATRIX(2, 2)));
64 				b3 = _mm_add_ps(b3, _mm_mul_ps(pr, SKELETON_MATRIX(2, 3)));
65 				b3 = _mm_add_ps(b3, _mm_load_ps(p->m[3]));
66 			}
67 			else
68 			{
69 				b0 = _mm_loadu_ps(s->m[0]);
70 				b1 = _mm_loadu_ps(s->m[1]);
71 				b2 = _mm_loadu_ps(s->m[2]);
72 				b3 = _mm_loadu_ps(s->m[3]);
73 #ifndef OPENGLORIENTATION
74 				_MM_TRANSPOSE4_PS(b0, b1, b2, b3);
75 #endif
76 			}
77 			_mm_store_ps(b->m[0], b0);
78 			_mm_store_ps(b->m[1], b1);
79 			_mm_store_ps(b->m[2], b2);
80 			_mm_store_ps(b->m[3], b3);
81 			nr = _mm_loadu_ps(n);
82 			r0 = _mm_mul_ps(b0, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(0, 0, 0, 0)));
83 			r1 = _mm_mul_ps(b0, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(1, 1, 1, 1)));
84 			r2 = _mm_mul_ps(b0, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(2, 2, 2, 2)));
85 			r3 = _mm_mul_ps(b0, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(3, 3, 3, 3)));
86 			nr = _mm_loadu_ps(n+4);
87 			r0 = _mm_add_ps(r0, _mm_mul_ps(b1, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(0, 0, 0, 0))));
88 			r1 = _mm_add_ps(r1, _mm_mul_ps(b1, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(1, 1, 1, 1))));
89 			r2 = _mm_add_ps(r2, _mm_mul_ps(b1, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(2, 2, 2, 2))));
90 			r3 = _mm_add_ps(r3, _mm_mul_ps(b1, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(3, 3, 3, 3))));
91 			nr = _mm_loadu_ps(n+8);
92 			r0 = _mm_add_ps(r0, _mm_mul_ps(b2, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(0, 0, 0, 0))));
93 			r1 = _mm_add_ps(r1, _mm_mul_ps(b2, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(1, 1, 1, 1))));
94 			r2 = _mm_add_ps(r2, _mm_mul_ps(b2, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(2, 2, 2, 2))));
95 			r3 = _mm_add_ps(r3, _mm_mul_ps(b2, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(3, 3, 3, 3))));
96 			r3 = _mm_add_ps(r3, b3);
97 			_mm_store_ps(r->m[0], r0);
98 			_mm_store_ps(r->m[1], r1);
99 			_mm_store_ps(r->m[2], r2);
100 			_mm_store_ps(r->m[3], r3);
101 		}
102 	}
103 	else
104 	{
105 		for (i = 0;i < model->num_bones;i++)
106 		{
107 			float m[12];
108 			const short * RESTRICT firstpose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
109 			float firstlerp = frameblend[0].lerp,
110 				firsttx = firstpose7s[0], firstty = firstpose7s[1], firsttz = firstpose7s[2],
111 				rx = firstpose7s[3] * firstlerp,
112 				ry = firstpose7s[4] * firstlerp,
113 				rz = firstpose7s[5] * firstlerp,
114 				rw = firstpose7s[6] * firstlerp,
115 				dx = firsttx*rw + firstty*rz - firsttz*ry,
116 				dy = -firsttx*rz + firstty*rw + firsttz*rx,
117 				dz = firsttx*ry - firstty*rx + firsttz*rw,
118 				dw = -firsttx*rx - firstty*ry - firsttz*rz,
119 				scale, sx, sy, sz, sw;
120 			for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
121 			{
122 				const short * RESTRICT blendpose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
123 				float blendlerp = frameblend[blends].lerp,
124 					blendtx = blendpose7s[0], blendty = blendpose7s[1], blendtz = blendpose7s[2],
125 					qx = blendpose7s[3], qy = blendpose7s[4], qz = blendpose7s[5], qw = blendpose7s[6];
126 				if(rx*qx + ry*qy + rz*qz + rw*qw < 0) blendlerp = -blendlerp;
127 				qx *= blendlerp;
128 				qy *= blendlerp;
129 				qz *= blendlerp;
130 				qw *= blendlerp;
131 				rx += qx;
132 				ry += qy;
133 				rz += qz;
134 				rw += qw;
135 				dx += blendtx*qw + blendty*qz - blendtz*qy;
136 				dy += -blendtx*qz + blendty*qw + blendtz*qx;
137 				dz += blendtx*qy - blendty*qx + blendtz*qw;
138 				dw += -blendtx*qx - blendty*qy - blendtz*qz;
139 			}
140 			scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw);
141 			sx = rx * scale;
142 			sy = ry * scale;
143 			sz = rz * scale;
144 			sw = rw * scale;
145 			m[0] = sw*rw + sx*rx - sy*ry - sz*rz;
146 			m[1] = 2*(sx*ry - sw*rz);
147 			m[2] = 2*(sx*rz + sw*ry);
148 			m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx);
149 			m[4] = 2*(sx*ry + sw*rz);
150 			m[5] = sw*rw + sy*ry - sx*rx - sz*rz;
151 			m[6] = 2*(sy*rz - sw*rx);
152 			m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy);
153 			m[8] = 2*(sx*rz - sw*ry);
154 			m[9] = 2*(sy*rz + sw*rx);
155 			m[10] = sw*rw + sz*rz - sx*rx - sy*ry;
156 			m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz);
157 			if (i == r_skeletal_debugbone.integer)
158 				m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
159 			m[3] *= r_skeletal_debugtranslatex.value;
160 			m[7] *= r_skeletal_debugtranslatey.value;
161 			m[11] *= r_skeletal_debugtranslatez.value;
162 			{
163 				const float * RESTRICT n = model->data_baseboneposeinverse + i * 12;
164 				matrix4x4_t * RESTRICT b = &bonepose[i];
165 				matrix4x4_t * RESTRICT r = &boneposerelative[i];
166 				__m128 b0, b1, b2, b3, r0, r1, r2, r3, nr;
167 				if (model->data_bones[i].parent >= 0)
168 				{
169 					const matrix4x4_t * RESTRICT p = &bonepose[model->data_bones[i].parent];
170 					__m128 pr = _mm_load_ps(p->m[0]);
171 					b0 = _mm_mul_ps(pr, _mm_set1_ps(m[0]));
172 					b1 = _mm_mul_ps(pr, _mm_set1_ps(m[1]));
173 					b2 = _mm_mul_ps(pr, _mm_set1_ps(m[2]));
174 					b3 = _mm_mul_ps(pr, _mm_set1_ps(m[3]));
175 					pr = _mm_load_ps(p->m[1]);
176 					b0 = _mm_add_ps(b0, _mm_mul_ps(pr, _mm_set1_ps(m[4])));
177 					b1 = _mm_add_ps(b1, _mm_mul_ps(pr, _mm_set1_ps(m[5])));
178 					b2 = _mm_add_ps(b2, _mm_mul_ps(pr, _mm_set1_ps(m[6])));
179 					b3 = _mm_add_ps(b3, _mm_mul_ps(pr, _mm_set1_ps(m[7])));
180 					pr = _mm_load_ps(p->m[2]);
181 					b0 = _mm_add_ps(b0, _mm_mul_ps(pr, _mm_set1_ps(m[8])));
182 					b1 = _mm_add_ps(b1, _mm_mul_ps(pr, _mm_set1_ps(m[9])));
183 					b2 = _mm_add_ps(b2, _mm_mul_ps(pr, _mm_set1_ps(m[10])));
184 					b3 = _mm_add_ps(b3, _mm_mul_ps(pr, _mm_set1_ps(m[11])));
185 					b3 = _mm_add_ps(b3, _mm_load_ps(p->m[3]));
186 				}
187 				else
188 				{
189 					b0 = _mm_setr_ps(m[0], m[4], m[8], 0.0f);
190 					b1 = _mm_setr_ps(m[1], m[5], m[9], 0.0f);
191 					b2 = _mm_setr_ps(m[2], m[6], m[10], 0.0f);
192 					b3 = _mm_setr_ps(m[3], m[7], m[11], 1.0f);
193 				}
194 				_mm_store_ps(b->m[0], b0);
195 				_mm_store_ps(b->m[1], b1);
196 				_mm_store_ps(b->m[2], b2);
197 				_mm_store_ps(b->m[3], b3);
198 				nr = _mm_loadu_ps(n);
199 				r0 = _mm_mul_ps(b0, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(0, 0, 0, 0)));
200 				r1 = _mm_mul_ps(b0, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(1, 1, 1, 1)));
201 				r2 = _mm_mul_ps(b0, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(2, 2, 2, 2)));
202 				r3 = _mm_mul_ps(b0, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(3, 3, 3, 3)));
203 				nr = _mm_loadu_ps(n+4);
204 				r0 = _mm_add_ps(r0, _mm_mul_ps(b1, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(0, 0, 0, 0))));
205 				r1 = _mm_add_ps(r1, _mm_mul_ps(b1, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(1, 1, 1, 1))));
206 				r2 = _mm_add_ps(r2, _mm_mul_ps(b1, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(2, 2, 2, 2))));
207 				r3 = _mm_add_ps(r3, _mm_mul_ps(b1, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(3, 3, 3, 3))));
208 				nr = _mm_loadu_ps(n+8);
209 				r0 = _mm_add_ps(r0, _mm_mul_ps(b2, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(0, 0, 0, 0))));
210 				r1 = _mm_add_ps(r1, _mm_mul_ps(b2, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(1, 1, 1, 1))));
211 				r2 = _mm_add_ps(r2, _mm_mul_ps(b2, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(2, 2, 2, 2))));
212 				r3 = _mm_add_ps(r3, _mm_mul_ps(b2, _mm_shuffle_ps(nr, nr, _MM_SHUFFLE(3, 3, 3, 3))));
213 				r3 = _mm_add_ps(r3, b3);
214 				_mm_store_ps(r->m[0], r0);
215 				_mm_store_ps(r->m[1], r1);
216 				_mm_store_ps(r->m[2], r2);
217 				_mm_store_ps(r->m[3], r3);
218 			}
219 		}
220 	}
221 
222 	// generate matrices for all blend combinations
223 	weights = model->surfmesh.data_blendweights;
224 	for (i = 0;i < model->surfmesh.num_blends;i++, weights++)
225 	{
226 		float * RESTRICT b = &boneposerelative[model->num_bones + i].m[0][0];
227 		const float * RESTRICT m = &boneposerelative[weights->index[0]].m[0][0];
228 		float f = weights->influence[0] * (1.0f / 255.0f);
229 		__m128 fv = _mm_set_ps1(f);
230 		__m128 b0 = _mm_load_ps(m);
231 		__m128 b1 = _mm_load_ps(m+4);
232 		__m128 b2 = _mm_load_ps(m+8);
233 		__m128 b3 = _mm_load_ps(m+12);
234 		__m128 m0, m1, m2, m3;
235 		b0 = _mm_mul_ps(b0, fv);
236 		b1 = _mm_mul_ps(b1, fv);
237 		b2 = _mm_mul_ps(b2, fv);
238 		b3 = _mm_mul_ps(b3, fv);
239 		for (k = 1;k < 4 && weights->influence[k];k++)
240 		{
241 			m = &boneposerelative[weights->index[k]].m[0][0];
242 			f = weights->influence[k] * (1.0f / 255.0f);
243 			fv = _mm_set_ps1(f);
244 			m0 = _mm_load_ps(m);
245 			m1 = _mm_load_ps(m+4);
246 			m2 = _mm_load_ps(m+8);
247 			m3 = _mm_load_ps(m+12);
248 			m0 = _mm_mul_ps(m0, fv);
249 			m1 = _mm_mul_ps(m1, fv);
250 			m2 = _mm_mul_ps(m2, fv);
251 			m3 = _mm_mul_ps(m3, fv);
252 			b0 = _mm_add_ps(m0, b0);
253 			b1 = _mm_add_ps(m1, b1);
254 			b2 = _mm_add_ps(m2, b2);
255 			b3 = _mm_add_ps(m3, b3);
256 		}
257 		_mm_store_ps(b, b0);
258 		_mm_store_ps(b+4, b1);
259 		_mm_store_ps(b+8, b2);
260 		_mm_store_ps(b+12, b3);
261 	}
262 
263 #define LOAD_MATRIX_SCALAR() const float * RESTRICT m = &boneposerelative[*b].m[0][0]
264 
265 #define LOAD_MATRIX3() \
266 	const float * RESTRICT m = &boneposerelative[*b].m[0][0]; \
267 	/* bonepose array is 16 byte aligned */ \
268 	__m128 m1 = _mm_load_ps((m)); \
269 	__m128 m2 = _mm_load_ps((m)+4); \
270 	__m128 m3 = _mm_load_ps((m)+8);
271 #define LOAD_MATRIX4() \
272 	const float * RESTRICT m = &boneposerelative[*b].m[0][0]; \
273 	/* bonepose array is 16 byte aligned */ \
274 	__m128 m1 = _mm_load_ps((m)); \
275 	__m128 m2 = _mm_load_ps((m)+4); \
276 	__m128 m3 = _mm_load_ps((m)+8); \
277 	__m128 m4 = _mm_load_ps((m)+12)
278 
279 	/* Note that matrix is 4x4 and transposed compared to non-USE_SSE codepath */
280 #define TRANSFORM_POSITION_SCALAR(in, out) \
281 	(out)[0] = ((in)[0] * m[0] + (in)[1] * m[4] + (in)[2] * m[ 8] + m[12]); \
282 	(out)[1] = ((in)[0] * m[1] + (in)[1] * m[5] + (in)[2] * m[ 9] + m[13]); \
283 	(out)[2] = ((in)[0] * m[2] + (in)[1] * m[6] + (in)[2] * m[10] + m[14]);
284 #define TRANSFORM_VECTOR_SCALAR(in, out) \
285 	(out)[0] = ((in)[0] * m[0] + (in)[1] * m[4] + (in)[2] * m[ 8]); \
286 	(out)[1] = ((in)[0] * m[1] + (in)[1] * m[5] + (in)[2] * m[ 9]); \
287 	(out)[2] = ((in)[0] * m[2] + (in)[1] * m[6] + (in)[2] * m[10]);
288 
289 #define TRANSFORM_POSITION(in, out) { \
290 		__m128 pin = _mm_loadu_ps(in); /* we ignore the value in the last element (x from the next vertex) */ \
291 		__m128 x = _mm_shuffle_ps(pin, pin, 0x0); \
292 		__m128 t1 = _mm_mul_ps(x, m1); \
293 		\
294 		/* y, + x */ \
295 		__m128 y = _mm_shuffle_ps(pin, pin, 0x55); \
296 		__m128 t2 = _mm_mul_ps(y, m2); \
297 		__m128 t3 = _mm_add_ps(t1, t2); \
298 		\
299 		/* z, + (y+x) */ \
300 		__m128 z = _mm_shuffle_ps(pin, pin, 0xaa); \
301 		__m128 t4 = _mm_mul_ps(z, m3); \
302 		__m128 t5 = _mm_add_ps(t3, t4); \
303 		\
304 		/* + m3 */ \
305 		__m128 pout = _mm_add_ps(t5, m4); \
306 		_mm_storeu_ps((out), pout); \
307 	}
308 
309 #define TRANSFORM_VECTOR(in, out) { \
310 		__m128 vin = _mm_loadu_ps(in); \
311 		\
312 		/* x */ \
313 		__m128 x = _mm_shuffle_ps(vin, vin, 0x0); \
314 		__m128 t1 = _mm_mul_ps(x, m1); \
315 		\
316 		/* y, + x */ \
317 		__m128 y = _mm_shuffle_ps(vin, vin, 0x55); \
318 		__m128 t2 = _mm_mul_ps(y, m2); \
319 		__m128 t3 = _mm_add_ps(t1, t2); \
320 		\
321 		/* nz, + (ny + nx) */ \
322 		__m128 z = _mm_shuffle_ps(vin, vin, 0xaa); \
323 		__m128 t4 = _mm_mul_ps(z, m3); \
324 		__m128 vout = _mm_add_ps(t3, t4); \
325 		_mm_storeu_ps((out), vout); \
326 	}
327 
328 	// transform vertex attributes by blended matrices
329 	if (vertex3f)
330 	{
331 		const float * RESTRICT v = model->surfmesh.data_vertex3f;
332 		const unsigned short * RESTRICT b = model->surfmesh.blends;
333 		// special case common combinations of attributes to avoid repeated loading of matrices
334 		if (normal3f)
335 		{
336 			const float * RESTRICT n = model->surfmesh.data_normal3f;
337 			if (svector3f && tvector3f)
338 			{
339 				const float * RESTRICT svec = model->surfmesh.data_svector3f;
340 				const float * RESTRICT tvec = model->surfmesh.data_tvector3f;
341 
342 				// Note that for SSE each iteration stores one element past end, so we break one vertex short
343 				// and handle that with scalars in that case
344 				for (i = 0; i < num_vertices_minus_one; i++, v += 3, n += 3, svec += 3, tvec += 3, b++,
345 						vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3)
346 				{
347 					LOAD_MATRIX4();
348 					TRANSFORM_POSITION(v, vertex3f);
349 					TRANSFORM_VECTOR(n, normal3f);
350 					TRANSFORM_VECTOR(svec, svector3f);
351 					TRANSFORM_VECTOR(tvec, tvector3f);
352 				}
353 
354 				// Last vertex needs to be done with scalars to avoid reading/writing 1 word past end of arrays
355 				{
356 					LOAD_MATRIX_SCALAR();
357 					TRANSFORM_POSITION_SCALAR(v, vertex3f);
358 					TRANSFORM_VECTOR_SCALAR(n, normal3f);
359 					TRANSFORM_VECTOR_SCALAR(svec, svector3f);
360 					TRANSFORM_VECTOR_SCALAR(tvec, tvector3f);
361 				}
362 				//printf("elapsed ticks: %llu\n", rdtsc() - ts); // XXX
363 				return;
364 			}
365 
366 			for (i = 0;i < num_vertices_minus_one; i++, v += 3, n += 3, b++, vertex3f += 3, normal3f += 3)
367 			{
368 				LOAD_MATRIX4();
369 				TRANSFORM_POSITION(v, vertex3f);
370 				TRANSFORM_VECTOR(n, normal3f);
371 			}
372 			{
373 				LOAD_MATRIX_SCALAR();
374 				TRANSFORM_POSITION_SCALAR(v, vertex3f);
375 				TRANSFORM_VECTOR_SCALAR(n, normal3f);
376 			}
377 		}
378 		else
379 		{
380 			for (i = 0;i < num_vertices_minus_one; i++, v += 3, b++, vertex3f += 3)
381 			{
382 				LOAD_MATRIX4();
383 				TRANSFORM_POSITION(v, vertex3f);
384 			}
385 			{
386 				LOAD_MATRIX_SCALAR();
387 				TRANSFORM_POSITION_SCALAR(v, vertex3f);
388 			}
389 		}
390 	}
391 
392 	else if (normal3f)
393 	{
394 		const float * RESTRICT n = model->surfmesh.data_normal3f;
395 		const unsigned short * RESTRICT b = model->surfmesh.blends;
396 		for (i = 0; i < num_vertices_minus_one; i++, n += 3, b++, normal3f += 3)
397 		{
398 			LOAD_MATRIX3();
399 			TRANSFORM_VECTOR(n, normal3f);
400 		}
401 		{
402 			LOAD_MATRIX_SCALAR();
403 			TRANSFORM_VECTOR_SCALAR(n, normal3f);
404 		}
405 	}
406 
407 	if (svector3f)
408 	{
409 		const float * RESTRICT svec = model->surfmesh.data_svector3f;
410 		const unsigned short * RESTRICT b = model->surfmesh.blends;
411 		for (i = 0; i < num_vertices_minus_one; i++, svec += 3, b++, svector3f += 3)
412 		{
413 			LOAD_MATRIX3();
414 			TRANSFORM_VECTOR(svec, svector3f);
415 		}
416 		{
417 			LOAD_MATRIX_SCALAR();
418 			TRANSFORM_VECTOR_SCALAR(svec, svector3f);
419 		}
420 	}
421 
422 	if (tvector3f)
423 	{
424 		const float * RESTRICT tvec = model->surfmesh.data_tvector3f;
425 		const unsigned short * RESTRICT b = model->surfmesh.blends;
426 		for (i = 0; i < num_vertices_minus_one; i++, tvec += 3, b++, tvector3f += 3)
427 		{
428 			LOAD_MATRIX3();
429 			TRANSFORM_VECTOR(tvec, tvector3f);
430 		}
431 		{
432 			LOAD_MATRIX_SCALAR();
433 			TRANSFORM_VECTOR_SCALAR(tvec, tvector3f);
434 		}
435 	}
436 
437 #undef LOAD_MATRIX3
438 #undef LOAD_MATRIX4
439 #undef TRANSFORM_POSITION
440 #undef TRANSFORM_VECTOR
441 #undef LOAD_MATRIX_SCALAR
442 #undef TRANSFORM_POSITION_SCALAR
443 #undef TRANSFORM_VECTOR_SCALAR
444 }
445 
446 #endif
447