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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@@ -8,7 +8,7 @@ TASK_OBJ=$(addprefix objs/, $(subst ../,, $(TASK_CXX:.cpp=.o)))
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CXX=g++
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CXXFLAGS=-Iobjs/ -O3 -Wall -m64
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ISPC=ispc
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ISPCFLAGS=-O2 --target=sse2,sse4-x2 --arch=x86-64
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ISPCFLAGS=-O2 --target=sse2,sse4-x2 --arch=x86-64 --opt=32-bit-addressing
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OBJS=objs/volume.o objs/volume_serial.o $(TASK_OBJ) objs/volume_ispc.o \
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objs/volume_ispc_sse2.o objs/volume_ispc_sse4.o
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@@ -41,7 +41,7 @@ struct Ray {
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static void
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generateRay(const uniform float raster2camera[4][4],
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const uniform 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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// transform raster coordinate (x, y, 0) to camera space
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float camx = raster2camera[0][0] * x + raster2camera[0][1] * y + raster2camera[0][3];
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float camy = raster2camera[1][0] * x + raster2camera[1][1] * y + raster2camera[1][3];
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@@ -70,7 +70,7 @@ Inside(float3 p, float3 pMin, float3 pMax) {
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static bool
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IntersectP(Ray ray, float3 pMin, float3 pMax, reference float hit0, reference float hit1) {
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IntersectP(Ray ray, float3 pMin, float3 pMax, float &hit0, float &hit1) {
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float t0 = -1e30, t1 = 1e30;
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float3 tNear = (pMin - ray.origin) / ray.dir;
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@@ -141,7 +141,7 @@ static inline float3 Offset(float3 p, float3 pMin, float3 pMax) {
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static inline float Density(float3 Pobj, float3 pMin, float3 pMax,
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uniform float density[], uniform int nVoxels[3],
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reference uniform bool checkForSameVoxel) {
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uniform bool &checkForSameVoxel) {
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if (!Inside(Pobj, pMin, pMax))
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return 0;
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// Compute voxel coordinates and offsets for _Pobj_
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@@ -155,8 +155,8 @@ static inline float Density(float3 Pobj, float3 pMin, float3 pMax,
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// Trilinearly interpolate density values to compute local density
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float d00, d10, d01, d11;
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uniform int uvx, uvy, uvz;
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if (checkForSameVoxel && reduce_equal(vx, uvx) && reduce_equal(vy, uvy) &&
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reduce_equal(vz, uvz)) {
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if (checkForSameVoxel && reduce_equal(vx, &uvx) && reduce_equal(vy, &uvy) &&
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reduce_equal(vz, &uvz)) {
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// If all of the program instances are inside the same voxel, then
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// we'll call the 'uniform' variant of the voxel density lookup
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// function, thus doing a single load for each value rather than a
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@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup Label="ProjectConfigurations">
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<ProjectConfiguration Include="Debug|Win32">
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@@ -158,13 +158,13 @@
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<FileType>Document</FileType>
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<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">ispc -O2 %(Filename).ispc -o $(TargetDir)%(Filename).obj -h $(TargetDir)%(Filename)_ispc.h --arch=x86 --target=sse2,sse4-x2
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</Command>
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<Command Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">ispc -O2 %(Filename).ispc -o $(TargetDir)%(Filename).obj -h $(TargetDir)%(Filename)_ispc.h --target=sse2,sse4-x2
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<Command Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">ispc -O2 %(Filename).ispc -o $(TargetDir)%(Filename).obj -h $(TargetDir)%(Filename)_ispc.h --target=sse2,sse4-x2 --opt=32-bit-addressing
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</Command>
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<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(TargetDir)%(Filename).obj;$(TargetDir)%(Filename)_sse2.obj;$(TargetDir)%(Filename)_sse4.obj;$(TargetDir)%(Filename)_ispc.h</Outputs>
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<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(TargetDir)%(Filename).obj;$(TargetDir)%(Filename)_sse2.obj;$(TargetDir)%(Filename)_sse4.obj;$(TargetDir)%(Filename)_ispc.h</Outputs>
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<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">ispc -O2 %(Filename).ispc -o $(TargetDir)%(Filename).obj -h $(TargetDir)%(Filename)_ispc.h --arch=x86 --target=sse2,sse4-x2
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</Command>
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<Command Condition="'$(Configuration)|$(Platform)'=='Release|x64'">ispc -O2 %(Filename).ispc -o $(TargetDir)%(Filename).obj -h $(TargetDir)%(Filename)_ispc.h --target=sse2,sse4-x2
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<Command Condition="'$(Configuration)|$(Platform)'=='Release|x64'">ispc -O2 %(Filename).ispc -o $(TargetDir)%(Filename).obj -h $(TargetDir)%(Filename)_ispc.h --target=sse2,sse4-x2 --opt=32-bit-addressing
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</Command>
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<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(TargetDir)%(Filename).obj;$(TargetDir)%(Filename)_sse2.obj;$(TargetDir)%(Filename)_sse4.obj;$(TargetDir)%(Filename)_ispc.h</Outputs>
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<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(TargetDir)%(Filename).obj;$(TargetDir)%(Filename)_sse2.obj;$(TargetDir)%(Filename)_sse4.obj;$(TargetDir)%(Filename)_ispc.h</Outputs>
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