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https://github.com/scratchfoundation/bgfx.git
synced 2024-11-28 10:35:43 -05:00
Fixed variable shadowing.
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parent
2e6ac0ca49
commit
250777287f
1 changed files with 121 additions and 118 deletions
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@ -880,9 +880,9 @@ struct Group
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for (uint32_t ii = 0, size = m_numIndices/3; ii < size; ++ii)
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{
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const uint16_t* indices = &m_indices[ii*3];
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const uint16_t i0 = indices[0];
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const uint16_t i1 = indices[1];
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const uint16_t i2 = indices[2];
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uint16_t i0 = indices[0];
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uint16_t i1 = indices[1];
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uint16_t i2 = indices[2];
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const float* v0 = (float*)&m_vertices[i0*stride];
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const float* v1 = (float*)&m_vertices[i1*stride];
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const float* v2 = (float*)&m_vertices[i2*stride];
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@ -899,15 +899,15 @@ struct Group
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//Use unique indices for EdgeMap.
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const uint16_t* uindices = &uniqueIndices[ii*3];
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const uint16_t ui0 = uindices[0];
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const uint16_t ui1 = uindices[1];
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const uint16_t ui2 = uindices[2];
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i0 = uindices[0];
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i1 = uindices[1];
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i2 = uindices[2];
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const uint16_t triangleEdge[3][2] =
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{
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{ui0, ui1},
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{ui1, ui2},
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{ui2, ui0},
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{ i0, i1 },
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{ i1, i2 },
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{ i2, i0 },
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};
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for (uint8_t jj = 0; jj < 3; ++jj)
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@ -1511,80 +1511,119 @@ void shadowVolumeCreate(ShadowVolume& _shadowVolume
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}
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else // ShadowVolumeAlgorithm::EdgeBased:
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{
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uint32_t ii = 0;
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{
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uint32_t ii = 0;
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#if SV_USE_SIMD
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uint32_t numEdgesRounded = numEdges & (~0x1);
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uint32_t numEdgesRounded = numEdges & (~0x1);
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using namespace bx;
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using namespace bx;
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const float4_t lx = float4_splat(_light[0]);
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const float4_t ly = float4_splat(_light[1]);
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const float4_t lz = float4_splat(_light[2]);
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const float4_t lx = float4_splat(_light[0]);
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const float4_t ly = float4_splat(_light[1]);
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const float4_t lz = float4_splat(_light[2]);
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for (; ii < numEdgesRounded; ii+=2)
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{
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const Edge& edge0 = edges[ii];
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const Edge& edge1 = edges[ii+1];
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const Plane* edgePlane0 = &edgePlanes[ii*2];
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const Plane* edgePlane1 = &edgePlanes[ii*2 + 2];
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const float4_t reverse = float4_ild(edge0.m_faceReverseOrder[0]
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, edge1.m_faceReverseOrder[0]
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, edge0.m_faceReverseOrder[1]
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, edge1.m_faceReverseOrder[1]
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);
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const float4_t v0 = float4_ld(edgePlane0[0].m_plane);
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const float4_t v1 = float4_ld(edgePlane1[0].m_plane);
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const float4_t v2 = float4_ld(edgePlane0[1].m_plane);
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const float4_t v3 = float4_ld(edgePlane1[1].m_plane);
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const float4_t xxyy0 = float4_shuf_xAyB(v0, v2);
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const float4_t zzww0 = float4_shuf_zCwD(v0, v2);
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const float4_t xxyy1 = float4_shuf_xAyB(v1, v3);
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const float4_t zzww1 = float4_shuf_zCwD(v1, v3);
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const float4_t vX = float4_shuf_xAyB(xxyy0, xxyy1);
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const float4_t vY = float4_shuf_zCwD(xxyy0, xxyy1);
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const float4_t vZ = float4_shuf_xAyB(zzww0, zzww1);
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const float4_t vW = float4_shuf_zCwD(zzww0, zzww1);
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const float4_t r0 = float4_mul(vX, lx);
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const float4_t r1 = float4_mul(vY, ly);
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const float4_t r2 = float4_mul(vZ, lz);
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const float4_t dot = float4_add(r0, float4_add(r1, r2));
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const float4_t f = float4_add(dot, vW);
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const float4_t zero = float4_zero();
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const float4_t mask = float4_cmpgt(f, zero);
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const float4_t onef = float4_splat(1.0f);
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const float4_t tmp0 = float4_and(mask, onef);
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const float4_t tmp1 = float4_ftoi(tmp0);
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const float4_t tmp2 = float4_xor(tmp1, reverse);
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const float4_t tmp3 = float4_sll(tmp2, 1);
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const float4_t onei = float4_isplat(1);
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const float4_t tmp4 = float4_isub(tmp3, onei);
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BX_ALIGN_DECL_16(int32_t res[4]);
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float4_st(&res, tmp4);
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for (uint16_t jj = 0; jj < 2; ++jj)
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for (; ii < numEdgesRounded; ii+=2)
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{
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int16_t k = res[jj] + res[jj+2];
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if (k != 0)
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{
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float* v0 = (float*)&vertices[edges[ii+jj].m_i0*_stride];
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float* v1 = (float*)&vertices[edges[ii+jj].m_i1*_stride];
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verticesSide[vsideI++] = VertexData(v0, 0.0f, float(k));
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verticesSide[vsideI++] = VertexData(v0, 1.0f, float(k));
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verticesSide[vsideI++] = VertexData(v1, 0.0f, float(k));
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verticesSide[vsideI++] = VertexData(v1, 1.0f, float(k));
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const Edge& edge0 = edges[ii];
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const Edge& edge1 = edges[ii+1];
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const Plane* edgePlane0 = &edgePlanes[ii*2];
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const Plane* edgePlane1 = &edgePlanes[ii*2 + 2];
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k = _textureAsStencil ? 1 : k;
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uint16_t winding = uint16_t(k > 0);
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for (uint8_t ii = 0, end = abs(k); ii < end; ++ii)
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const float4_t reverse =
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float4_ild(edge0.m_faceReverseOrder[0]
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, edge1.m_faceReverseOrder[0]
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, edge0.m_faceReverseOrder[1]
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, edge1.m_faceReverseOrder[1]
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);
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const float4_t p00 = float4_ld(edgePlane0[0].m_plane);
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const float4_t p10 = float4_ld(edgePlane1[0].m_plane);
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const float4_t p01 = float4_ld(edgePlane0[1].m_plane);
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const float4_t p11 = float4_ld(edgePlane1[1].m_plane);
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const float4_t xxyy0 = float4_shuf_xAyB(p00, p01);
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const float4_t zzww0 = float4_shuf_zCwD(p00, p01);
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const float4_t xxyy1 = float4_shuf_xAyB(p10, p11);
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const float4_t zzww1 = float4_shuf_zCwD(p10, p11);
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const float4_t vX = float4_shuf_xAyB(xxyy0, xxyy1);
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const float4_t vY = float4_shuf_zCwD(xxyy0, xxyy1);
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const float4_t vZ = float4_shuf_xAyB(zzww0, zzww1);
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const float4_t vW = float4_shuf_zCwD(zzww0, zzww1);
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const float4_t r0 = float4_mul(vX, lx);
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const float4_t r1 = float4_mul(vY, ly);
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const float4_t r2 = float4_mul(vZ, lz);
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const float4_t dot = float4_add(r0, float4_add(r1, r2));
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const float4_t f = float4_add(dot, vW);
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const float4_t zero = float4_zero();
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const float4_t mask = float4_cmpgt(f, zero);
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const float4_t onef = float4_splat(1.0f);
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const float4_t tmp0 = float4_and(mask, onef);
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const float4_t tmp1 = float4_ftoi(tmp0);
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const float4_t tmp2 = float4_xor(tmp1, reverse);
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const float4_t tmp3 = float4_sll(tmp2, 1);
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const float4_t onei = float4_isplat(1);
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const float4_t tmp4 = float4_isub(tmp3, onei);
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BX_ALIGN_DECL_16(int32_t res[4]);
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float4_st(&res, tmp4);
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for (uint16_t jj = 0; jj < 2; ++jj)
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{
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int16_t kk = res[jj] + res[jj+2];
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if (kk != 0)
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{
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float* v0 = (float*)&vertices[edges[ii+jj].m_i0*_stride];
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float* v1 = (float*)&vertices[edges[ii+jj].m_i1*_stride];
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verticesSide[vsideI++] = VertexData(v0, 0.0f, float(kk) );
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verticesSide[vsideI++] = VertexData(v0, 1.0f, float(kk) );
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verticesSide[vsideI++] = VertexData(v1, 0.0f, float(kk) );
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verticesSide[vsideI++] = VertexData(v1, 1.0f, float(kk) );
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kk = _textureAsStencil ? 1 : kk;
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uint16_t winding = uint16_t(kk > 0);
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for (uint8_t ll = 0, end = abs(kk); ll < end; ++ll)
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{
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indicesSide[sideI++] = indexSide;
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indicesSide[sideI++] = indexSide + 2 - winding;
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indicesSide[sideI++] = indexSide + 1 + winding;
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indicesSide[sideI++] = indexSide + 2;
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indicesSide[sideI++] = indexSide + 3 - winding*2;
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indicesSide[sideI++] = indexSide + 1 + winding*2;
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}
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indexSide += 4;
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}
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}
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}
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#endif
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for (; ii < numEdges; ++ii)
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{
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const Edge& edge = edges[ii];
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const Plane* edgePlane = &edgePlanes[ii*2];
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int16_t s0 = ( (vec3Dot(edgePlane[0].m_plane, _light) + edgePlane[0].m_plane[3]) > 0.0f) ^ edge.m_faceReverseOrder[0];
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int16_t s1 = ( (vec3Dot(edgePlane[1].m_plane, _light) + edgePlane[1].m_plane[3]) > 0.0f) ^ edge.m_faceReverseOrder[1];
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int16_t kk = ( (s0 + s1) << 1) - 2;
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if (kk != 0)
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{
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float* v0 = (float*)&vertices[edge.m_i0*_stride];
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float* v1 = (float*)&vertices[edge.m_i1*_stride];
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verticesSide[vsideI++] = VertexData(v0, 0.0f, kk);
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verticesSide[vsideI++] = VertexData(v0, 1.0f, kk);
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verticesSide[vsideI++] = VertexData(v1, 0.0f, kk);
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verticesSide[vsideI++] = VertexData(v1, 1.0f, kk);
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kk = _textureAsStencil ? 1 : kk;
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uint16_t winding = uint16_t(kk > 0);
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for (uint8_t jj = 0, end = abs(kk); jj < end; ++jj)
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{
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indicesSide[sideI++] = indexSide;
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indicesSide[sideI++] = indexSide + 2 - winding;
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@ -1599,42 +1638,6 @@ void shadowVolumeCreate(ShadowVolume& _shadowVolume
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}
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}
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}
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#endif
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for (; ii < numEdges; ++ii)
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{
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const Edge& edge = edges[ii];
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const Plane* edgePlane = &edgePlanes[ii*2];
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int16_t s0 = ( (vec3Dot(edgePlane[0].m_plane, _light) + edgePlane[0].m_plane[3]) > 0.0f) ^ edge.m_faceReverseOrder[0];
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int16_t s1 = ( (vec3Dot(edgePlane[1].m_plane, _light) + edgePlane[1].m_plane[3]) > 0.0f) ^ edge.m_faceReverseOrder[1];
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int16_t k = ( (s0 + s1) << 1) - 2;
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if (k != 0)
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{
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float* v0 = (float*)&vertices[edge.m_i0*_stride];
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float* v1 = (float*)&vertices[edge.m_i1*_stride];
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verticesSide[vsideI++] = VertexData(v0, 0.0f, k);
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verticesSide[vsideI++] = VertexData(v0, 1.0f, k);
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verticesSide[vsideI++] = VertexData(v1, 0.0f, k);
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verticesSide[vsideI++] = VertexData(v1, 1.0f, k);
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k = _textureAsStencil ? 1 : k;
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uint16_t winding = uint16_t(k > 0);
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for (uint8_t ii = 0, end = abs(k); ii < end; ++ii)
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{
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indicesSide[sideI++] = indexSide;
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indicesSide[sideI++] = indexSide + 2 - winding;
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indicesSide[sideI++] = indexSide + 1 + winding;
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indicesSide[sideI++] = indexSide + 2;
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indicesSide[sideI++] = indexSide + 3 - winding*2;
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indicesSide[sideI++] = indexSide + 1 + winding*2;
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}
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indexSide += 4;
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}
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}
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if (cap)
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{
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@ -1643,10 +1646,10 @@ void shadowVolumeCreate(ShadowVolume& _shadowVolume
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{
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const Face& face = *iter;
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float f = vec3Dot(face.m_plane, _light) + face.m_plane[3];
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float f = bx::vec3Dot(face.m_plane, _light) + face.m_plane[3];
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bool frontFacing = (f > 0.0f);
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for (uint8_t ii = 0, end = 1 + uint8_t(!_textureAsStencil); ii < end; ++ii)
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for (uint8_t ii = 0, num = 1 + uint8_t(!_textureAsStencil); ii < num; ++ii)
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{
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if (frontFacing)
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{
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@ -2791,15 +2794,15 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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viewId += uint8_t(settings_useStencilTexture);
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// Draw shadow casters.
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for (uint8_t ii = 0; ii < shadowCastersCount[currentScene]; ++ii)
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for (uint8_t jj = 0; jj < shadowCastersCount[currentScene]; ++jj)
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{
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shadowCasters[currentScene][ii].submit(viewId, drawDiffuse);
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shadowCasters[currentScene][jj].submit(viewId, drawDiffuse);
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}
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// Draw shadow receivers.
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for (uint8_t ii = 0; ii < shadowReceiversCount[currentScene]; ++ii)
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for (uint8_t jj = 0; jj < shadowReceiversCount[currentScene]; ++jj)
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{
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shadowReceivers[currentScene][ii].submit(viewId, drawDiffuse);
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shadowReceivers[currentScene][jj].submit(viewId, drawDiffuse);
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}
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}
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