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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@@ -73,7 +73,7 @@ static inline float Dot(const float3 a, const float3 b) {
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static void generateRay(uniform const float raster2camera[4][4],
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uniform const float camera2world[4][4],
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float x, float y, reference Ray ray) {
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float x, float y, Ray &ray) {
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ray.mint = 0.f;
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ray.maxt = 1e30f;
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@@ -105,7 +105,7 @@ static void generateRay(uniform const float raster2camera[4][4],
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static inline bool BBoxIntersect(const uniform float bounds[2][3],
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const reference Ray ray) {
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const Ray &ray) {
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uniform float3 bounds0 = { bounds[0][0], bounds[0][1], bounds[0][2] };
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uniform float3 bounds1 = { bounds[1][0], bounds[1][1], bounds[1][2] };
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float t0 = ray.mint, t1 = ray.maxt;
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@@ -143,7 +143,7 @@ static inline bool BBoxIntersect(const uniform float bounds[2][3],
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static inline bool TriIntersect(const reference Triangle tri, reference Ray ray) {
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static inline bool TriIntersect(const Triangle &tri, Ray &ray) {
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uniform float3 p0 = { tri.p[0][0], tri.p[0][1], tri.p[0][2] };
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uniform float3 p1 = { tri.p[1][0], tri.p[1][1], tri.p[1][2] };
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uniform float3 p2 = { tri.p[2][0], tri.p[2][1], tri.p[2][2] };
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@@ -184,7 +184,7 @@ static inline bool TriIntersect(const reference Triangle tri, reference Ray ray)
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bool BVHIntersect(const LinearBVHNode nodes[], const Triangle tris[],
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reference Ray r) {
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Ray &r) {
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Ray ray = r;
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bool hit = false;
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// Follow ray through BVH nodes to find primitive intersections
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