added reduce_min/max_float, packed_store_active for CUDA, and now kerenls1.ispc just work :)

This commit is contained in:
Evghenii
2013-11-11 12:33:39 +01:00
parent 9c7a842163
commit a91c8e15e2
6 changed files with 193 additions and 106 deletions

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@@ -65,6 +65,36 @@ define i32 @__shfl_i32(i32, i32) nounwind readnone alwaysinline
%shfl = tail call i32 asm sideeffect "shfl.idx.b32 $0, $1, $2, 0x1f;", "=r,r,r"(i32 %0, i32 %1) nounwind readnone alwaysinline %shfl = tail call i32 asm sideeffect "shfl.idx.b32 $0, $1, $2, 0x1f;", "=r,r,r"(i32 %0, i32 %1) nounwind readnone alwaysinline
ret i32 %shfl ret i32 %shfl
} }
define float @__shfl_xor_float(float, i32) nounwind readnone alwaysinline
{
%shfl = tail call float asm sideeffect "shfl.bfly.b32 $0, $1, $2, 0x1f;", "=f,f,r"(float %0, i32 %1) nounwind readnone alwaysinline
ret float %shfl
}
define float @__fminf(float,float) nounwind readnone alwaysinline
{
%min = tail call float asm sideeffect "min.f32 $0, $1, $2;", "=f,f,f"(float %0, float %1) nounwind readnone alwaysinline
ret float %min
}
define float @__fmaxf(float,float) nounwind readnone alwaysinline
{
%max = tail call float asm sideeffect "max.f32 $0, $1, $2;", "=f,f,f"(float %0, float %1) nounwind readnone alwaysinline
ret float %max
}
define i32 @__ballot(i1) nounwind readnone alwaysinline
{
%conv = zext i1 %0 to i32
%res = tail call i32 asm sideeffect
"{ .reg .pred %p1;
setp.ne.u32 %p1, $1, 0;
vote.ballot.b32 $0, %p1;
}", "=r,r"(i32 %conv) nounwind readnone alwaysinline
ret i32 %res
}
define i32 @__lanemask_lt() nounwind readnone alwaysinline
{
%mask = tail call i32 asm sideeffect "mov.u32 $0, %lanemask_lt;", "=r"() nounwind readnone alwaysinline
ret i32 %mask
}
;;;;;;;;;;;;;; ;;;;;;;;;;;;;;
@@ -161,10 +191,38 @@ define void
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; half conversion routines ;; half conversion routines
declare float @__half_to_float_uniform(i16 %v) nounwind readnone declare float @llvm.convert.from.fp16(i16) nounwind readnone
declare <WIDTH x float> @__half_to_float_varying(<WIDTH x i16> %v) nounwind readnone declare i16 @llvm.convert.to.fp16(float) nounwind readnone
declare i16 @__float_to_half_uniform(float %v) nounwind readnone define float @__half_to_float_uniform(i16 %v) nounwind readnone alwaysinline
declare <WIDTH x i16> @__float_to_half_varying(<WIDTH x float> %v) nounwind readnone {
;; %res = call float @llvm.convert.from.fp16(i16 %v)
%res = tail call float asm sideeffect
"{ .reg .b16 %tmp;
mov.b16 %tmp, $1;
cvt.f32.f16 $0, %tmp;
}", "=f,h"(i16 %v) nounwind readnone alwaysinline
ret float %res
}
define i16 @__float_to_half_uniform(float %v) nounwind readnone alwaysinline
{
;; this will break the compiler, use inline asm similarly to above case
%half = call i16 @llvm.convert.to.fp16(float %v)
ret i16 %half
}
define <WIDTH x float> @__half_to_float_varying(<WIDTH x i16> %v) nounwind readnone alwaysinline
{
%el = extractelement <1 x i16> %v, i32 0
%sf = call float @__half_to_float_uniform(i16 %el)
%vf = insertelement <1 x float> undef, float %sf, i32 0
ret <1 x float> %vf;
}
define <WIDTH x i16> @__float_to_half_varying(<WIDTH x float> %v) nounwind readnone alwaysinline
{
%el = extractelement <1 x float> %v, i32 0
%sh = call i16 @__float_to_half_uniform(float %el)
%vh = insertelement <1 x i16> undef, i16 %sh, i32 0
ret <1 x i16> %vh;
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; math ;; math
@@ -376,8 +434,10 @@ declare <WIDTH x double> @__sqrt_varying_double(<WIDTH x double>) nounwind readn
declare i32 @llvm.ctpop.i32(i32) nounwind readnone declare i32 @llvm.ctpop.i32(i32) nounwind readnone
define i32 @__popcnt_int32(i32) nounwind readonly alwaysinline { define i32 @__popcnt_int32(i32) nounwind readonly alwaysinline {
%call = call i32 @llvm.ctpop.i32(i32 %0) ;; %call = call i32 @llvm.ctpop.i32(i32 %0)
ret i32 %call ;; ret i32 %call
%res = tail call i32 asm sideeffect "popc.b32 $0, $1;", "=r,r"(i32 %0) nounwind readnone alwaysinline
ret i32 %res
} }
declare i64 @llvm.ctpop.i64(i64) nounwind readnone declare i64 @llvm.ctpop.i64(i64) nounwind readnone
@@ -386,6 +446,21 @@ define i64 @__popcnt_int64(i64) nounwind readonly alwaysinline {
ret i64 %call ret i64 %call
} }
define i64 @__warpBinExclusiveScan(i1 %p) nounwind readonly alwaysinline
{
entry:
%call = call i32 @__ballot(i1 zeroext %p)
%call1 = call i32 @__popcnt_int32(i32 %call)
%call2 = call i32 @__lanemask_lt()
%and = and i32 %call2, %call
%call3 = call i32 @__popcnt_int32(i32 %and)
%retval.sroa.1.4.insert.ext.i = zext i32 %call3 to i64
%retval.sroa.1.4.insert.shift.i = shl nuw i64 %retval.sroa.1.4.insert.ext.i, 32
%retval.sroa.0.0.insert.ext.i = zext i32 %call1 to i64
%retval.sroa.0.0.insert.insert.i = or i64 %retval.sroa.1.4.insert.shift.i, %retval.sroa.0.0.insert.ext.i
ret i64 %retval.sroa.0.0.insert.insert.i
}
ctlztz() ctlztz()
; FIXME: need either to wire these up to the 8-wide SVML entrypoints, ; FIXME: need either to wire these up to the 8-wide SVML entrypoints,
@@ -440,13 +515,34 @@ define float @__reduce_add_float(<1 x float> %v) nounwind readonly alwaysinline
} }
define float @__reduce_min_float(<1 x float>) nounwind readnone { define float @__reduce_min_float(<1 x float>) nounwind readnone {
%r = extractelement <1 x float> %0, i32 0 %value = extractelement <1 x float> %0, i32 0
ret float %r %call = tail call float @__shfl_xor_float(float %value, i32 16)
%call1 = tail call float @__fminf(float %value, float %call) #4
%call.1 = tail call float @__shfl_xor_float(float %call1, i32 8)
%call1.1 = tail call float @__fminf(float %call1, float %call.1) #4
%call.2 = tail call float @__shfl_xor_float(float %call1.1, i32 4)
%call1.2 = tail call float @__fminf(float %call1.1, float %call.2) #4
%call.3 = tail call float @__shfl_xor_float(float %call1.2, i32 2)
%call1.3 = tail call float @__fminf(float %call1.2, float %call.3) #4
%call.4 = tail call float @__shfl_xor_float(float %call1.3, i32 1)
%call1.4 = tail call float @__fminf(float %call1.3, float %call.4) #4
ret float %call1.4
} }
define float @__reduce_max_float(<1 x float>) nounwind readnone { define float @__reduce_max_float(<1 x float>) nounwind readnone
%r = extractelement <1 x float> %0, i32 0 {
ret float %r %value = extractelement <1 x float> %0, i32 0
%call = tail call float @__shfl_xor_float(float %value, i32 16)
%call1 = tail call float @__fmaxf(float %value, float %call)
%call.1 = tail call float @__shfl_xor_float(float %call1, i32 8)
%call1.1 = tail call float @__fmaxf(float %call1, float %call.1)
%call.2 = tail call float @__shfl_xor_float(float %call1.1, i32 4)
%call1.2 = tail call float @__fmaxf(float %call1.1, float %call.2)
%call.3 = tail call float @__shfl_xor_float(float %call1.2, i32 2)
%call1.3 = tail call float @__fmaxf(float %call1.2, float %call.3)
%call.4 = tail call float @__shfl_xor_float(float %call1.3, i32 1)
%call1.4 = tail call float @__fmaxf(float %call1.3, float %call.4)
ret float %call1.4
} }
define i32 @__reduce_add_int32(<1 x i32> %v) nounwind readnone { define i32 @__reduce_add_int32(<1 x i32> %v) nounwind readnone {

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@@ -3768,52 +3768,23 @@ done:
} }
define i32 @__packed_store_active(i32 * %startptr, <WIDTH x i32> %vals, define i32 @__packed_store_active(i32 * %startptr, <WIDTH x i32> %vals,
<WIDTH x MASK> %full_mask) nounwind alwaysinline { <WIDTH x MASK> %full_mask) nounwind alwaysinline
{
entry: entry:
%mask = call i64 @__movmsk(<WIDTH x MASK> %full_mask) %active = extractelement <1 x i1> %full_mask, i32 0
%mask_known = call i1 @__is_compile_time_constant_mask(<WIDTH x MASK> %full_mask) %call = tail call i64 @__warpBinExclusiveScan(i1 zeroext %active)
br i1 %mask_known, label %known_mask, label %unknown_mask %res.sroa.0.0.extract.trunc = trunc i64 %call to i32
br i1 %active, label %if.then, label %if.end
known_mask: if.then: ; preds = %entry
%allon = icmp eq i64 %mask, ALL_ON_MASK %idxprom = ashr i64 %call, 32
br i1 %allon, label %all_on, label %unknown_mask %arrayidx = getelementptr inbounds i32* %startptr, i64 %idxprom
%val = extractelement <1 x i32> %vals, i32 0
store i32 %val, i32* %arrayidx, align 4
br label %if.end
all_on: if.end: ; preds = %if.then, %entry
%vecptr = bitcast i32 *%startptr to <WIDTH x i32> * ret i32 %res.sroa.0.0.extract.trunc
store <WIDTH x i32> %vals, <WIDTH x i32> * %vecptr, align 4
ret i32 WIDTH
unknown_mask:
br label %loop
loop:
%lane = phi i32 [ 0, %unknown_mask ], [ %nextlane, %loopend ]
%lanemask = phi i64 [ 1, %unknown_mask ], [ %nextlanemask, %loopend ]
%offset = phi i32 [ 0, %unknown_mask ], [ %nextoffset, %loopend ]
; is the current lane on?
%and = and i64 %mask, %lanemask
%do_store = icmp eq i64 %and, %lanemask
br i1 %do_store, label %store, label %loopend
store:
%storeval = extractelement <WIDTH x i32> %vals, i32 %lane
%storeptr = getelementptr i32 *%startptr, i32 %offset
store i32 %storeval, i32 *%storeptr
%offset1 = add i32 %offset, 1
br label %loopend
loopend:
%nextoffset = phi i32 [ %offset1, %store ], [ %offset, %loop ]
%nextlane = add i32 %lane, 1
%nextlanemask = mul i64 %lanemask, 2
; are we done yet?
%test = icmp ne i32 %nextlane, WIDTH
br i1 %test, label %loop, label %done
done:
ret i32 %nextoffset
} }
') ')

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@@ -209,7 +209,7 @@ static float reduce_min(float value)
{ {
#pragma unroll #pragma unroll
for (int i = 4; i >=0; i--) for (int i = 4; i >=0; i--)
value = min(value, __shfl_xor(value, 1<<i, 32)); value = fminf(value, __shfl_xor(value, 1<<i, 32));
return value; return value;
} }
__device__ inline __device__ inline
@@ -217,7 +217,7 @@ static float reduce_max(float value)
{ {
#pragma unroll #pragma unroll
for (int i = 4; i >=0; i--) for (int i = 4; i >=0; i--)
value = max(value, __shfl_xor(value, 1<<i, 32)); value = fmaxf(value, __shfl_xor(value, 1<<i, 32));
return value; return value;
} }
@@ -261,15 +261,15 @@ static __device__ __forceinline__ int lanemask_lt()
} }
static __device__ __forceinline__ int2 warpBinExclusiveScan(const bool p) static __device__ __forceinline__ int2 warpBinExclusiveScan(const bool p)
{ {
const unsigned int b = __ballot(p); const int b = __ballot(p);
return make_int2(__popc(b & lanemask_lt()), __popc(b)); return make_int2(__popc(b), __popc(b & lanemask_lt()));
} }
__device__ static inline __device__ static inline
int packed_store_active(bool active, int* ptr, int value) int packed_store_active(bool active, int* ptr, int value)
{ {
const int2 res = warpBinExclusiveScan(active); const int2 res = warpBinExclusiveScan(active);
const int idx = res.x; const int idx = res.y;
const int nactive = res.y; const int nactive = res.x;
if (active) if (active)
ptr[idx] = value; ptr[idx] = value;
return nactive; return nactive;
@@ -382,6 +382,7 @@ IntersectLightsWithTileMinMax(
for ( int lightIndexB = 0; lightIndexB < numLights; lightIndexB += programCount) for ( int lightIndexB = 0; lightIndexB < numLights; lightIndexB += programCount)
{ {
const int lightIndex = lightIndexB + programIndex; const int lightIndex = lightIndexB + programIndex;
if (lightIndex >= numLights) break;
float light_positionView_z = light_positionView_z_array[lightIndex]; float light_positionView_z = light_positionView_z_array[lightIndex];
float light_attenuationEnd = light_attenuationEnd_array[lightIndex]; float light_attenuationEnd = light_attenuationEnd_array[lightIndex];
@@ -431,8 +432,6 @@ IntersectLightsWithTileMinMax(
} }
#endif #endif
} }
if (lightIndex >= numLights)
active = 0;
#if 0 #if 0
const int2 res = warpBinExclusiveScan(active); const int2 res = warpBinExclusiveScan(active);
@@ -561,8 +560,10 @@ ShadeTile(
// Reconstruct normal from G-buffer // Reconstruct normal from G-buffer
float surface_normal_x, surface_normal_y, surface_normal_z; float surface_normal_x, surface_normal_y, surface_normal_z;
asm("// half2float //");
float normal_x = __half2float(inputData.normalEncoded_x[gBufferOffset]); float normal_x = __half2float(inputData.normalEncoded_x[gBufferOffset]);
float normal_y = __half2float(inputData.normalEncoded_y[gBufferOffset]); float normal_y = __half2float(inputData.normalEncoded_y[gBufferOffset]);
asm("// half2float //");
float f = (normal_x - normal_x * normal_x) + (normal_y - normal_y * normal_y); float f = (normal_x - normal_x * normal_x) + (normal_y - normal_y * normal_y);
float m = sqrt(4.0f * f - 1.0f); float m = sqrt(4.0f * f - 1.0f);

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@@ -116,7 +116,11 @@ ComputeZBounds(
float laneMinZ = cameraFar; float laneMinZ = cameraFar;
float laneMaxZ = cameraNear; float laneMaxZ = cameraNear;
for (uniform int32 y = tileStartY; y < tileEndY; ++y) { for (uniform int32 y = tileStartY; y < tileEndY; ++y) {
foreach (x = tileStartX ... tileEndX) { // foreach (x = tileStartX ... tileEndX)
for (uniform int xb = tileStartX; xb < tileEndX; xb += programCount)
{
const int x = xb + programIndex;
if (x >= tileEndX) break;
// Unproject depth buffer Z value into view space // Unproject depth buffer Z value into view space
float z = zBuffer[y * gBufferWidth + x]; float z = zBuffer[y * gBufferWidth + x];
float viewSpaceZ = cameraProj_43 / (z - cameraProj_33); float viewSpaceZ = cameraProj_43 / (z - cameraProj_33);
@@ -178,7 +182,10 @@ IntersectLightsWithTileMinMax(
uniform int32 tileNumLights = 0; uniform int32 tileNumLights = 0;
foreach (lightIndex = 0 ... numLights) { // foreach (lightIndex = 0 ... numLights)
for (uniform int lightIndexB = 0; lightIndexB < numLights; lightIndexB += programCount)
{
const int lightIndex = lightIndexB + programIndex;
float light_positionView_z = light_positionView_z_array[lightIndex]; float light_positionView_z = light_positionView_z_array[lightIndex];
float light_attenuationEnd = light_attenuationEnd_array[lightIndex]; float light_attenuationEnd = light_attenuationEnd_array[lightIndex];
float light_attenuationEndNeg = -light_attenuationEnd; float light_attenuationEndNeg = -light_attenuationEnd;
@@ -193,6 +200,7 @@ IntersectLightsWithTileMinMax(
// don't actually need to mask the rest of this function - this is // don't actually need to mask the rest of this function - this is
// just a greedy early-out. Could also structure all of this as // just a greedy early-out. Could also structure all of this as
// nested if() statements, but this a bit easier to read // nested if() statements, but this a bit easier to read
bool active = false;
if (any(inFrustum)) { if (any(inFrustum)) {
float light_positionView_x = light_positionView_x_array[lightIndex]; float light_positionView_x = light_positionView_x_array[lightIndex];
float light_positionView_y = light_positionView_y_array[lightIndex]; float light_positionView_y = light_positionView_y_array[lightIndex];
@@ -214,12 +222,14 @@ IntersectLightsWithTileMinMax(
inFrustum = inFrustum && (d >= light_attenuationEndNeg); inFrustum = inFrustum && (d >= light_attenuationEndNeg);
// Pack and store intersecting lights // Pack and store intersecting lights
cif (inFrustum) { if (inFrustum)
tileNumLights += packed_store_active(&tileLightIndices[tileNumLights], active = true;
lightIndex);
} }
if (lightIndex >= numLights)
active = false;
tileNumLights += packed_store_active(active, &tileLightIndices[tileNumLights], lightIndex);
} }
}
return tileNumLights; return tileNumLights;
} }
@@ -285,7 +295,11 @@ ShadeTile(
if (tileNumLights == 0 || visualizeLightCount) { if (tileNumLights == 0 || visualizeLightCount) {
uniform unsigned int8 c = (unsigned int8)(min(tileNumLights << 2, 255)); uniform unsigned int8 c = (unsigned int8)(min(tileNumLights << 2, 255));
for (uniform int32 y = tileStartY; y < tileEndY; ++y) { for (uniform int32 y = tileStartY; y < tileEndY; ++y) {
foreach (x = tileStartX ... tileEndX) { // foreach (x = tileStartX ... tileEndX)
for (uniform int xb = tileStartX ; xb < tileEndX; xb += programCount)
{
const int x = xb + programIndex;
if (x >= tileEndX) continue;
int32 framebufferIndex = (y * gBufferWidth + x); int32 framebufferIndex = (y * gBufferWidth + x);
framebuffer_r[framebufferIndex] = c; framebuffer_r[framebufferIndex] = c;
framebuffer_g[framebufferIndex] = c; framebuffer_g[framebufferIndex] = c;
@@ -299,7 +313,10 @@ ShadeTile(
for (uniform int32 y = tileStartY; y < tileEndY; ++y) { for (uniform int32 y = tileStartY; y < tileEndY; ++y) {
uniform float positionScreen_y = -(((0.5f + y) * twoOverGBufferHeight) - 1.f); uniform float positionScreen_y = -(((0.5f + y) * twoOverGBufferHeight) - 1.f);
foreach (x = tileStartX ... tileEndX) { // foreach (x = tileStartX ... tileEndX) {
for (uniform int xb = tileStartX ; xb < tileEndX; xb += programCount)
{
const int x = xb + programIndex;
int32 gBufferOffset = y * gBufferWidth + x; int32 gBufferOffset = y * gBufferWidth + x;
// Reconstruct position and (negative) view vector from G-buffer // Reconstruct position and (negative) view vector from G-buffer

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

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@@ -251,7 +251,7 @@ extern "C"
assert(module_1 != NULL); assert(module_1 != NULL);
assert(func_name != NULL); assert(func_name != NULL);
assert(func_args != NULL); assert(func_args != NULL);
#if 0 #if 1
const char * module = module_1; const char * module = module_1;
#else #else
const std::vector<char> module_str = readBinary("kernel.cubin"); const std::vector<char> module_str = readBinary("kernel.cubin");