added reduce_min/max_float, packed_store_active for CUDA, and now kerenls1.ispc just work :)
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@@ -131,7 +131,7 @@ ComputeZBounds(
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for (uniform int xb = tileStartX; xb < tileEndX; xb += programCount)
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{
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const int x = xb + programIndex;
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if (x >= tileEndX) continue;
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if (x >= tileEndX) break;
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// Unproject depth buffer Z value into view space
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float z = zBuffer[y * gBufferWidth + x];
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float viewSpaceZ = cameraProj_43 / (z - cameraProj_33);
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@@ -197,48 +197,50 @@ IntersectLightsWithTileMinMax(
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for (uniform int lightIndexB = 0; lightIndexB < numLights; lightIndexB += programCount)
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{
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const int lightIndex = lightIndexB + programIndex;
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if (lightIndex >= numLights) continue;
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float light_positionView_z = light_positionView_z_array[lightIndex];
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float light_attenuationEnd = light_attenuationEnd_array[lightIndex];
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float light_attenuationEndNeg = -light_attenuationEnd;
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float light_positionView_z = light_positionView_z_array[lightIndex];
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float light_attenuationEnd = light_attenuationEnd_array[lightIndex];
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float light_attenuationEndNeg = -light_attenuationEnd;
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float d = light_positionView_z - minZ;
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bool inFrustum = (d >= light_attenuationEndNeg);
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float d = light_positionView_z - minZ;
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bool inFrustum = (d >= light_attenuationEndNeg);
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d = maxZ - light_positionView_z;
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d = maxZ - light_positionView_z;
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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// This seems better than cif(!inFrustum) ccontinue; here since we
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// don't actually need to mask the rest of this function - this is
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// just a greedy early-out. Could also structure all of this as
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// nested if() statements, but this a bit easier to read
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bool active = false;
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if (any(inFrustum)) {
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float light_positionView_x = light_positionView_x_array[lightIndex];
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float light_positionView_y = light_positionView_y_array[lightIndex];
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d = light_positionView_z * frustumPlanes_z[0] +
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light_positionView_x * frustumPlanes_xy[0];
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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// This seems better than cif(!inFrustum) ccontinue; here since we
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// don't actually need to mask the rest of this function - this is
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// just a greedy early-out. Could also structure all of this as
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// nested if() statements, but this a bit easier to read
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if (any(inFrustum)) {
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float light_positionView_x = light_positionView_x_array[lightIndex];
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float light_positionView_y = light_positionView_y_array[lightIndex];
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d = light_positionView_z * frustumPlanes_z[0] +
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light_positionView_x * frustumPlanes_xy[0];
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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d = light_positionView_z * frustumPlanes_z[1] +
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light_positionView_x * frustumPlanes_xy[1];
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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d = light_positionView_z * frustumPlanes_z[1] +
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light_positionView_x * frustumPlanes_xy[1];
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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d = light_positionView_z * frustumPlanes_z[2] +
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light_positionView_y * frustumPlanes_xy[2];
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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d = light_positionView_z * frustumPlanes_z[2] +
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light_positionView_y * frustumPlanes_xy[2];
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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d = light_positionView_z * frustumPlanes_z[3] +
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light_positionView_y * frustumPlanes_xy[3];
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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d = light_positionView_z * frustumPlanes_z[3] +
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light_positionView_y * frustumPlanes_xy[3];
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inFrustum = inFrustum && (d >= light_attenuationEndNeg);
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// Pack and store intersecting lights
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if (inFrustum) {
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tileNumLights += packed_store_active(&tileLightIndices[tileNumLights],
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lightIndex);
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}
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}
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// Pack and store intersecting lights
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if (inFrustum)
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active = true;
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}
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if (lightIndex >= numLights)
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active = false;
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tileNumLights += packed_store_active(active, &tileLightIndices[tileNumLights], lightIndex);
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}
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return tileNumLights;
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