Add support for pointers to the language.
Pointers can be either uniform or varying, and behave correspondingly. e.g.: "uniform float * varying" is a varying pointer to uniform float data in memory, and "float * uniform" is a uniform pointer to varying data in memory. Like other types, pointers are varying by default. Pointer-based expressions, & and *, sizeof, ->, pointer arithmetic, and the array/pointer duality all bahave as in C. Array arguments to functions are converted to pointers, also like C. There is a built-in NULL for a null pointer value; conversion from compile-time constant 0 values to NULL still needs to be implemented. Other changes: - Syntax for references has been updated to be C++ style; a useful warning is now issued if the "reference" keyword is used. - It is now illegal to pass a varying lvalue as a reference parameter to a function; references are essentially uniform pointers. This case had previously been handled via special case call by value return code. That path has been removed, now that varying pointers are available to handle this use case (and much more). - Some stdlib routines have been updated to take pointers as arguments where appropriate (e.g. prefetch and the atomics). A number of others still need attention. - All of the examples have been updated - Many new tests TODO: documentation
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@@ -35,22 +35,22 @@
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struct InputDataArrays
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{
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uniform float zBuffer[];
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uniform unsigned int16 normalEncoded_x[]; // half float
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uniform unsigned int16 normalEncoded_y[]; // half float
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uniform unsigned int16 specularAmount[]; // half float
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uniform unsigned int16 specularPower[]; // half float
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uniform unsigned int8 albedo_x[]; // unorm8
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uniform unsigned int8 albedo_y[]; // unorm8
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uniform unsigned int8 albedo_z[]; // unorm8
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uniform float lightPositionView_x[];
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uniform float lightPositionView_y[];
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uniform float lightPositionView_z[];
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uniform float lightAttenuationBegin[];
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uniform float lightColor_x[];
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uniform float lightColor_y[];
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uniform float lightColor_z[];
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uniform float lightAttenuationEnd[];
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uniform float * uniform zBuffer;
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uniform unsigned int16 * uniform normalEncoded_x; // half float
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uniform unsigned int16 * uniform normalEncoded_y; // half float
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uniform unsigned int16 * uniform specularAmount; // half float
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uniform unsigned int16 * uniform specularPower; // half float
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uniform unsigned int8 * uniform albedo_x; // unorm8
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uniform unsigned int8 * uniform albedo_y; // unorm8
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uniform unsigned int8 * uniform albedo_z; // unorm8
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uniform float * uniform lightPositionView_x;
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uniform float * uniform lightPositionView_y;
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uniform float * uniform lightPositionView_z;
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uniform float * uniform lightAttenuationBegin;
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uniform float * uniform lightColor_x;
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uniform float * uniform lightColor_y;
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uniform float * uniform lightColor_z;
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uniform float * uniform lightAttenuationEnd;
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};
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struct InputHeader
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@@ -77,8 +77,7 @@ dot3(float x, float y, float z, float a, float b, float c) {
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static inline void
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normalize3(float x, float y, float z, reference float ox,
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reference float oy, reference float oz) {
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normalize3(float x, float y, float z, float &ox, float &oy, float &oz) {
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float n = rsqrt(x*x + y*y + z*z);
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ox = x * n;
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oy = y * n;
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@@ -110,8 +109,8 @@ ComputeZBounds(
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uniform float cameraProj_33, uniform float cameraProj_43,
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uniform float cameraNear, uniform float cameraFar,
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// Output
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reference uniform float minZ,
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reference uniform float maxZ
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uniform float &minZ,
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uniform float &maxZ
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)
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{
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// Find Z bounds
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@@ -156,7 +155,7 @@ IntersectLightsWithTileMinMax(
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uniform float light_positionView_z_array[],
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uniform float light_attenuationEnd_array[],
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// Output
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reference uniform int32 tileLightIndices[]
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uniform int32 tileLightIndices[]
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)
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{
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uniform float gBufferScale_x = 0.5f * (float)gBufferWidth;
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@@ -268,7 +267,7 @@ IntersectLightsWithTile(
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uniform float light_positionView_z_array[],
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uniform float light_attenuationEnd_array[],
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// Output
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reference uniform int32 tileLightIndices[]
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uniform int32 tileLightIndices[]
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)
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{
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uniform float minZ, maxZ;
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@@ -293,19 +292,19 @@ ShadeTile(
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uniform int32 tileStartX, uniform int32 tileEndX,
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uniform int32 tileStartY, uniform int32 tileEndY,
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uniform int32 gBufferWidth, uniform int32 gBufferHeight,
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reference uniform InputDataArrays inputData,
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uniform InputDataArrays &inputData,
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// Camera data
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uniform float cameraProj_11, uniform float cameraProj_22,
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uniform float cameraProj_33, uniform float cameraProj_43,
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// Light list
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reference uniform int32 tileLightIndices[],
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uniform int32 tileLightIndices[],
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uniform int32 tileNumLights,
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// UI
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uniform bool visualizeLightCount,
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// Output
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reference uniform unsigned int8 framebuffer_r[],
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reference uniform unsigned int8 framebuffer_g[],
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reference uniform unsigned int8 framebuffer_b[]
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uniform unsigned int8 framebuffer_r[],
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uniform unsigned int8 framebuffer_g[],
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uniform unsigned int8 framebuffer_b[]
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)
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{
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if (tileNumLights == 0 || visualizeLightCount) {
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@@ -478,13 +477,13 @@ ShadeTile(
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task void
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RenderTile(uniform int num_groups_x, uniform int num_groups_y,
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reference uniform InputHeader inputHeader,
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reference uniform InputDataArrays inputData,
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uniform InputHeader &inputHeader,
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uniform InputDataArrays &inputData,
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uniform int visualizeLightCount,
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// Output
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reference uniform unsigned int8 framebuffer_r[],
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reference uniform unsigned int8 framebuffer_g[],
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reference uniform unsigned int8 framebuffer_b[]) {
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uniform unsigned int8 framebuffer_r[],
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uniform unsigned int8 framebuffer_g[],
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uniform unsigned int8 framebuffer_b[]) {
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uniform int32 group_y = taskIndex / num_groups_x;
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uniform int32 group_x = taskIndex % num_groups_x;
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uniform int32 tile_start_x = group_x * MIN_TILE_WIDTH;
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@@ -526,13 +525,13 @@ RenderTile(uniform int num_groups_x, uniform int num_groups_y,
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export void
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RenderStatic(reference uniform InputHeader inputHeader,
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reference uniform InputDataArrays inputData,
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RenderStatic(uniform InputHeader &inputHeader,
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uniform InputDataArrays &inputData,
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uniform int visualizeLightCount,
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// Output
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reference uniform unsigned int8 framebuffer_r[],
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reference uniform unsigned int8 framebuffer_g[],
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reference uniform unsigned int8 framebuffer_b[]) {
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uniform unsigned int8 framebuffer_r[],
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uniform unsigned int8 framebuffer_g[],
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uniform unsigned int8 framebuffer_b[]) {
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uniform int num_groups_x = (inputHeader.framebufferWidth +
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MIN_TILE_WIDTH - 1) / MIN_TILE_WIDTH;
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uniform int num_groups_y = (inputHeader.framebufferHeight +
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@@ -564,8 +563,8 @@ ComputeZBoundsRow(
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uniform float cameraProj_33, uniform float cameraProj_43,
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uniform float cameraNear, uniform float cameraFar,
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// Output
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reference uniform float minZArray[],
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reference uniform float maxZArray[]
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uniform float minZArray[],
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uniform float maxZArray[]
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)
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{
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for (uniform int32 tileX = 0; tileX < numTilesX; ++tileX) {
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@@ -596,7 +595,7 @@ SplitTileMinMax(
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// Camera data
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uniform float cameraProj_11, uniform float cameraProj_22,
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// Light Data
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reference uniform int32 lightIndices[],
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uniform int32 lightIndices[],
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uniform int32 numLights,
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uniform float light_positionView_x_array[],
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uniform float light_positionView_y_array[],
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@@ -605,9 +604,9 @@ SplitTileMinMax(
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// Outputs
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// TODO: ISPC doesn't currently like multidimensionsal arrays so we'll do the
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// indexing math ourselves
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reference uniform int32 subtileIndices[],
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uniform int32 subtileIndices[],
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uniform int32 subtileIndicesPitch,
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reference uniform int32 subtileNumLights[]
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uniform int32 subtileNumLights[]
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)
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{
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uniform float gBufferScale_x = 0.5f * (float)gBufferWidth;
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