Fixed variable shadowing.

This commit is contained in:
Branimir Karadžić 2015-04-04 16:40:28 -07:00
parent 2e6ac0ca49
commit 250777287f

View file

@ -880,9 +880,9 @@ struct Group
for (uint32_t ii = 0, size = m_numIndices/3; ii < size; ++ii)
{
const uint16_t* indices = &m_indices[ii*3];
const uint16_t i0 = indices[0];
const uint16_t i1 = indices[1];
const uint16_t i2 = indices[2];
uint16_t i0 = indices[0];
uint16_t i1 = indices[1];
uint16_t i2 = indices[2];
const float* v0 = (float*)&m_vertices[i0*stride];
const float* v1 = (float*)&m_vertices[i1*stride];
const float* v2 = (float*)&m_vertices[i2*stride];
@ -899,15 +899,15 @@ struct Group
//Use unique indices for EdgeMap.
const uint16_t* uindices = &uniqueIndices[ii*3];
const uint16_t ui0 = uindices[0];
const uint16_t ui1 = uindices[1];
const uint16_t ui2 = uindices[2];
i0 = uindices[0];
i1 = uindices[1];
i2 = uindices[2];
const uint16_t triangleEdge[3][2] =
{
{ui0, ui1},
{ui1, ui2},
{ui2, ui0},
{ i0, i1 },
{ i1, i2 },
{ i2, i0 },
};
for (uint8_t jj = 0; jj < 3; ++jj)
@ -1511,80 +1511,119 @@ void shadowVolumeCreate(ShadowVolume& _shadowVolume
}
else // ShadowVolumeAlgorithm::EdgeBased:
{
uint32_t ii = 0;
{
uint32_t ii = 0;
#if SV_USE_SIMD
uint32_t numEdgesRounded = numEdges & (~0x1);
uint32_t numEdgesRounded = numEdges & (~0x1);
using namespace bx;
using namespace bx;
const float4_t lx = float4_splat(_light[0]);
const float4_t ly = float4_splat(_light[1]);
const float4_t lz = float4_splat(_light[2]);
const float4_t lx = float4_splat(_light[0]);
const float4_t ly = float4_splat(_light[1]);
const float4_t lz = float4_splat(_light[2]);
for (; ii < numEdgesRounded; ii+=2)
{
const Edge& edge0 = edges[ii];
const Edge& edge1 = edges[ii+1];
const Plane* edgePlane0 = &edgePlanes[ii*2];
const Plane* edgePlane1 = &edgePlanes[ii*2 + 2];
const float4_t reverse = float4_ild(edge0.m_faceReverseOrder[0]
, edge1.m_faceReverseOrder[0]
, edge0.m_faceReverseOrder[1]
, edge1.m_faceReverseOrder[1]
);
const float4_t v0 = float4_ld(edgePlane0[0].m_plane);
const float4_t v1 = float4_ld(edgePlane1[0].m_plane);
const float4_t v2 = float4_ld(edgePlane0[1].m_plane);
const float4_t v3 = float4_ld(edgePlane1[1].m_plane);
const float4_t xxyy0 = float4_shuf_xAyB(v0, v2);
const float4_t zzww0 = float4_shuf_zCwD(v0, v2);
const float4_t xxyy1 = float4_shuf_xAyB(v1, v3);
const float4_t zzww1 = float4_shuf_zCwD(v1, v3);
const float4_t vX = float4_shuf_xAyB(xxyy0, xxyy1);
const float4_t vY = float4_shuf_zCwD(xxyy0, xxyy1);
const float4_t vZ = float4_shuf_xAyB(zzww0, zzww1);
const float4_t vW = float4_shuf_zCwD(zzww0, zzww1);
const float4_t r0 = float4_mul(vX, lx);
const float4_t r1 = float4_mul(vY, ly);
const float4_t r2 = float4_mul(vZ, lz);
const float4_t dot = float4_add(r0, float4_add(r1, r2));
const float4_t f = float4_add(dot, vW);
const float4_t zero = float4_zero();
const float4_t mask = float4_cmpgt(f, zero);
const float4_t onef = float4_splat(1.0f);
const float4_t tmp0 = float4_and(mask, onef);
const float4_t tmp1 = float4_ftoi(tmp0);
const float4_t tmp2 = float4_xor(tmp1, reverse);
const float4_t tmp3 = float4_sll(tmp2, 1);
const float4_t onei = float4_isplat(1);
const float4_t tmp4 = float4_isub(tmp3, onei);
BX_ALIGN_DECL_16(int32_t res[4]);
float4_st(&res, tmp4);
for (uint16_t jj = 0; jj < 2; ++jj)
for (; ii < numEdgesRounded; ii+=2)
{
int16_t k = res[jj] + res[jj+2];
if (k != 0)
{
float* v0 = (float*)&vertices[edges[ii+jj].m_i0*_stride];
float* v1 = (float*)&vertices[edges[ii+jj].m_i1*_stride];
verticesSide[vsideI++] = VertexData(v0, 0.0f, float(k));
verticesSide[vsideI++] = VertexData(v0, 1.0f, float(k));
verticesSide[vsideI++] = VertexData(v1, 0.0f, float(k));
verticesSide[vsideI++] = VertexData(v1, 1.0f, float(k));
const Edge& edge0 = edges[ii];
const Edge& edge1 = edges[ii+1];
const Plane* edgePlane0 = &edgePlanes[ii*2];
const Plane* edgePlane1 = &edgePlanes[ii*2 + 2];
k = _textureAsStencil ? 1 : k;
uint16_t winding = uint16_t(k > 0);
for (uint8_t ii = 0, end = abs(k); ii < end; ++ii)
const float4_t reverse =
float4_ild(edge0.m_faceReverseOrder[0]
, edge1.m_faceReverseOrder[0]
, edge0.m_faceReverseOrder[1]
, edge1.m_faceReverseOrder[1]
);
const float4_t p00 = float4_ld(edgePlane0[0].m_plane);
const float4_t p10 = float4_ld(edgePlane1[0].m_plane);
const float4_t p01 = float4_ld(edgePlane0[1].m_plane);
const float4_t p11 = float4_ld(edgePlane1[1].m_plane);
const float4_t xxyy0 = float4_shuf_xAyB(p00, p01);
const float4_t zzww0 = float4_shuf_zCwD(p00, p01);
const float4_t xxyy1 = float4_shuf_xAyB(p10, p11);
const float4_t zzww1 = float4_shuf_zCwD(p10, p11);
const float4_t vX = float4_shuf_xAyB(xxyy0, xxyy1);
const float4_t vY = float4_shuf_zCwD(xxyy0, xxyy1);
const float4_t vZ = float4_shuf_xAyB(zzww0, zzww1);
const float4_t vW = float4_shuf_zCwD(zzww0, zzww1);
const float4_t r0 = float4_mul(vX, lx);
const float4_t r1 = float4_mul(vY, ly);
const float4_t r2 = float4_mul(vZ, lz);
const float4_t dot = float4_add(r0, float4_add(r1, r2));
const float4_t f = float4_add(dot, vW);
const float4_t zero = float4_zero();
const float4_t mask = float4_cmpgt(f, zero);
const float4_t onef = float4_splat(1.0f);
const float4_t tmp0 = float4_and(mask, onef);
const float4_t tmp1 = float4_ftoi(tmp0);
const float4_t tmp2 = float4_xor(tmp1, reverse);
const float4_t tmp3 = float4_sll(tmp2, 1);
const float4_t onei = float4_isplat(1);
const float4_t tmp4 = float4_isub(tmp3, onei);
BX_ALIGN_DECL_16(int32_t res[4]);
float4_st(&res, tmp4);
for (uint16_t jj = 0; jj < 2; ++jj)
{
int16_t kk = res[jj] + res[jj+2];
if (kk != 0)
{
float* v0 = (float*)&vertices[edges[ii+jj].m_i0*_stride];
float* v1 = (float*)&vertices[edges[ii+jj].m_i1*_stride];
verticesSide[vsideI++] = VertexData(v0, 0.0f, float(kk) );
verticesSide[vsideI++] = VertexData(v0, 1.0f, float(kk) );
verticesSide[vsideI++] = VertexData(v1, 0.0f, float(kk) );
verticesSide[vsideI++] = VertexData(v1, 1.0f, float(kk) );
kk = _textureAsStencil ? 1 : kk;
uint16_t winding = uint16_t(kk > 0);
for (uint8_t ll = 0, end = abs(kk); ll < end; ++ll)
{
indicesSide[sideI++] = indexSide;
indicesSide[sideI++] = indexSide + 2 - winding;
indicesSide[sideI++] = indexSide + 1 + winding;
indicesSide[sideI++] = indexSide + 2;
indicesSide[sideI++] = indexSide + 3 - winding*2;
indicesSide[sideI++] = indexSide + 1 + winding*2;
}
indexSide += 4;
}
}
}
#endif
for (; ii < numEdges; ++ii)
{
const Edge& edge = edges[ii];
const Plane* edgePlane = &edgePlanes[ii*2];
int16_t s0 = ( (vec3Dot(edgePlane[0].m_plane, _light) + edgePlane[0].m_plane[3]) > 0.0f) ^ edge.m_faceReverseOrder[0];
int16_t s1 = ( (vec3Dot(edgePlane[1].m_plane, _light) + edgePlane[1].m_plane[3]) > 0.0f) ^ edge.m_faceReverseOrder[1];
int16_t kk = ( (s0 + s1) << 1) - 2;
if (kk != 0)
{
float* v0 = (float*)&vertices[edge.m_i0*_stride];
float* v1 = (float*)&vertices[edge.m_i1*_stride];
verticesSide[vsideI++] = VertexData(v0, 0.0f, kk);
verticesSide[vsideI++] = VertexData(v0, 1.0f, kk);
verticesSide[vsideI++] = VertexData(v1, 0.0f, kk);
verticesSide[vsideI++] = VertexData(v1, 1.0f, kk);
kk = _textureAsStencil ? 1 : kk;
uint16_t winding = uint16_t(kk > 0);
for (uint8_t jj = 0, end = abs(kk); jj < end; ++jj)
{
indicesSide[sideI++] = indexSide;
indicesSide[sideI++] = indexSide + 2 - winding;
@ -1599,42 +1638,6 @@ void shadowVolumeCreate(ShadowVolume& _shadowVolume
}
}
}
#endif
for (; ii < numEdges; ++ii)
{
const Edge& edge = edges[ii];
const Plane* edgePlane = &edgePlanes[ii*2];
int16_t s0 = ( (vec3Dot(edgePlane[0].m_plane, _light) + edgePlane[0].m_plane[3]) > 0.0f) ^ edge.m_faceReverseOrder[0];
int16_t s1 = ( (vec3Dot(edgePlane[1].m_plane, _light) + edgePlane[1].m_plane[3]) > 0.0f) ^ edge.m_faceReverseOrder[1];
int16_t k = ( (s0 + s1) << 1) - 2;
if (k != 0)
{
float* v0 = (float*)&vertices[edge.m_i0*_stride];
float* v1 = (float*)&vertices[edge.m_i1*_stride];
verticesSide[vsideI++] = VertexData(v0, 0.0f, k);
verticesSide[vsideI++] = VertexData(v0, 1.0f, k);
verticesSide[vsideI++] = VertexData(v1, 0.0f, k);
verticesSide[vsideI++] = VertexData(v1, 1.0f, k);
k = _textureAsStencil ? 1 : k;
uint16_t winding = uint16_t(k > 0);
for (uint8_t ii = 0, end = abs(k); ii < end; ++ii)
{
indicesSide[sideI++] = indexSide;
indicesSide[sideI++] = indexSide + 2 - winding;
indicesSide[sideI++] = indexSide + 1 + winding;
indicesSide[sideI++] = indexSide + 2;
indicesSide[sideI++] = indexSide + 3 - winding*2;
indicesSide[sideI++] = indexSide + 1 + winding*2;
}
indexSide += 4;
}
}
if (cap)
{
@ -1643,10 +1646,10 @@ void shadowVolumeCreate(ShadowVolume& _shadowVolume
{
const Face& face = *iter;
float f = vec3Dot(face.m_plane, _light) + face.m_plane[3];
float f = bx::vec3Dot(face.m_plane, _light) + face.m_plane[3];
bool frontFacing = (f > 0.0f);
for (uint8_t ii = 0, end = 1 + uint8_t(!_textureAsStencil); ii < end; ++ii)
for (uint8_t ii = 0, num = 1 + uint8_t(!_textureAsStencil); ii < num; ++ii)
{
if (frontFacing)
{
@ -2791,15 +2794,15 @@ int _main_(int /*_argc*/, char** /*_argv*/)
viewId += uint8_t(settings_useStencilTexture);
// Draw shadow casters.
for (uint8_t ii = 0; ii < shadowCastersCount[currentScene]; ++ii)
for (uint8_t jj = 0; jj < shadowCastersCount[currentScene]; ++jj)
{
shadowCasters[currentScene][ii].submit(viewId, drawDiffuse);
shadowCasters[currentScene][jj].submit(viewId, drawDiffuse);
}
// Draw shadow receivers.
for (uint8_t ii = 0; ii < shadowReceiversCount[currentScene]; ++ii)
for (uint8_t jj = 0; jj < shadowReceiversCount[currentScene]; ++jj)
{
shadowReceivers[currentScene][ii].submit(viewId, drawDiffuse);
shadowReceivers[currentScene][jj].submit(viewId, drawDiffuse);
}
}