White space and copyright fixes in examples.
This commit is contained in:
@@ -1,5 +1,5 @@
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/*
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Copyright (c) 2011, Intel Corporation
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Copyright (c) 2011-2014, Intel Corporation
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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@@ -28,7 +28,7 @@
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PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifdef __cilk
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@@ -104,7 +104,7 @@ public:
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{
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mNumTilesX = gBufferWidth / mTileWidth;
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mNumTilesY = gBufferHeight / mTileHeight;
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// Allocate arrays
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mMinZArrays = (float **)lAlignedMalloc(sizeof(float *) * mLevels, 16);
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mMaxZArrays = (float **)lAlignedMalloc(sizeof(float *) * mLevels, 16);
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@@ -155,7 +155,7 @@ public:
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float minZ = mMinZArrays[srcLevel][(srcY) * srcTilesX + (srcX)];
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float maxZ = mMaxZArrays[srcLevel][(srcY) * srcTilesX + (srcX)];
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if (srcX + 1 < srcTilesX) {
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minZ = std::min(minZ, mMinZArrays[srcLevel][(srcY) * srcTilesX +
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minZ = std::min(minZ, mMinZArrays[srcLevel][(srcY) * srcTilesX +
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(srcX + 1)]);
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maxZ = std::max(maxZ, mMaxZArrays[srcLevel][(srcY) * srcTilesX +
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(srcX + 1)]);
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@@ -185,7 +185,7 @@ public:
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lAlignedFree(mMaxZArrays[i]);
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}
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lAlignedFree(mMinZArrays);
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lAlignedFree(mMaxZArrays);
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lAlignedFree(mMaxZArrays);
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}
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int Levels() const { return mLevels; }
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@@ -219,19 +219,19 @@ private:
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static MinMaxZTreeCilk *gMinMaxZTreeCilk = 0;
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void InitDynamicCilk(InputData *input) {
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gMinMaxZTreeCilk =
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gMinMaxZTreeCilk =
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new MinMaxZTreeCilk(MIN_TILE_WIDTH, MIN_TILE_HEIGHT, DYNAMIC_TREE_LEVELS,
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input->header.framebufferWidth,
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input->header.framebufferWidth,
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input->header.framebufferHeight);
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}
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static void
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ShadeDynamicTileRecurse(InputData *input, int level, int tileX, int tileY,
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int *lightIndices, int numLights,
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ShadeDynamicTileRecurse(InputData *input, int level, int tileX, int tileY,
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int *lightIndices, int numLights,
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Framebuffer *framebuffer) {
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const MinMaxZTreeCilk *minMaxZTree = gMinMaxZTreeCilk;
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// If we few enough lights or this is the base case (last level), shade
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// this full tile directly
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if (level == 0 || numLights < DYNAMIC_MIN_LIGHTS_TO_SUBDIVIDE) {
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@@ -241,19 +241,19 @@ ShadeDynamicTileRecurse(InputData *input, int level, int tileX, int tileY,
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int startY = tileY * height;
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int endX = std::min(input->header.framebufferWidth, startX + width);
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int endY = std::min(input->header.framebufferHeight, startY + height);
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// Skip entirely offscreen tiles
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if (endX > startX && endY > startY) {
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ispc::ShadeTile(
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startX, endX, startY, endY,
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input->header.framebufferWidth, input->header.framebufferHeight,
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&input->arrays,
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input->header.cameraProj[0][0], input->header.cameraProj[1][1],
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input->header.cameraProj[0][0], input->header.cameraProj[1][1],
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input->header.cameraProj[2][2], input->header.cameraProj[3][2],
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lightIndices, numLights, VISUALIZE_LIGHT_COUNT,
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lightIndices, numLights, VISUALIZE_LIGHT_COUNT,
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framebuffer->r, framebuffer->g, framebuffer->b);
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}
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}
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}
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else {
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// Otherwise, subdivide and 4-way recurse using X and Y splitting planes
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// Move down a level in the tree
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@@ -276,9 +276,9 @@ ShadeDynamicTileRecurse(InputData *input, int level, int tileX, int tileY,
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// NOTE: Order is 00, 10, 01, 11
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// Set defaults up to cull all lights if the tile doesn't exist (offscreen)
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float minZ[4] = {input->header.cameraFar, input->header.cameraFar,
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float minZ[4] = {input->header.cameraFar, input->header.cameraFar,
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input->header.cameraFar, input->header.cameraFar};
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float maxZ[4] = {input->header.cameraNear, input->header.cameraNear,
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float maxZ[4] = {input->header.cameraNear, input->header.cameraNear,
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input->header.cameraNear, input->header.cameraNear};
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minZ[0] = minMaxZTree->MinZ(level, tileX, tileY);
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@@ -298,7 +298,7 @@ ShadeDynamicTileRecurse(InputData *input, int level, int tileX, int tileY,
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// Cull lights into subtile lists
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#ifdef ISPC_IS_WINDOWS
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__declspec(align(ALIGNMENT_BYTES))
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__declspec(align(ALIGNMENT_BYTES))
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#endif
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int subtileLightIndices[4][MAX_LIGHTS]
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#ifndef ISPC_IS_WINDOWS
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@@ -307,15 +307,15 @@ ShadeDynamicTileRecurse(InputData *input, int level, int tileX, int tileY,
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;
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int subtileNumLights[4];
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ispc::SplitTileMinMax(midX, midY, minZ, maxZ,
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input->header.framebufferWidth, input->header.framebufferHeight,
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input->header.framebufferWidth, input->header.framebufferHeight,
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input->header.cameraProj[0][0], input->header.cameraProj[1][1],
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lightIndices, numLights, input->arrays.lightPositionView_x,
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input->arrays.lightPositionView_y, input->arrays.lightPositionView_z,
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lightIndices, numLights, input->arrays.lightPositionView_x,
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input->arrays.lightPositionView_y, input->arrays.lightPositionView_z,
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input->arrays.lightAttenuationEnd,
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subtileLightIndices[0], MAX_LIGHTS, subtileNumLights);
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// Recurse into subtiles
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_Cilk_spawn ShadeDynamicTileRecurse(input, level, tileX , tileY,
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_Cilk_spawn ShadeDynamicTileRecurse(input, level, tileX , tileY,
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subtileLightIndices[0], subtileNumLights[0],
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framebuffer);
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_Cilk_spawn ShadeDynamicTileRecurse(input, level, tileX + 1, tileY,
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@@ -349,7 +349,7 @@ ShadeDynamicTile(InputData *input, int level, int tileX, int tileY,
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// This is a root tile, so first do a full 6-plane cull
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#ifdef ISPC_IS_WINDOWS
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__declspec(align(ALIGNMENT_BYTES))
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__declspec(align(ALIGNMENT_BYTES))
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#endif
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int lightIndices[MAX_LIGHTS]
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#ifndef ISPC_IS_WINDOWS
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@@ -360,12 +360,12 @@ ShadeDynamicTile(InputData *input, int level, int tileX, int tileY,
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startX, endX, startY, endY, minZ, maxZ,
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input->header.framebufferWidth, input->header.framebufferHeight,
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input->header.cameraProj[0][0], input->header.cameraProj[1][1],
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MAX_LIGHTS, input->arrays.lightPositionView_x,
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input->arrays.lightPositionView_y, input->arrays.lightPositionView_z,
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MAX_LIGHTS, input->arrays.lightPositionView_x,
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input->arrays.lightPositionView_y, input->arrays.lightPositionView_z,
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input->arrays.lightAttenuationEnd, lightIndices);
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// Now kick off the recursive process for this tile
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ShadeDynamicTileRecurse(input, level, tileX, tileY, lightIndices,
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ShadeDynamicTileRecurse(input, level, tileX, tileY, lightIndices,
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numLights, framebuffer);
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}
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@@ -374,10 +374,10 @@ void
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DispatchDynamicCilk(InputData *input, Framebuffer *framebuffer)
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{
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MinMaxZTreeCilk *minMaxZTree = gMinMaxZTreeCilk;
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// Update min/max Z tree
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minMaxZTree->Update(input->arrays.zBuffer, input->header.framebufferWidth,
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input->header.cameraProj[2][2], input->header.cameraProj[3][2],
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input->header.cameraProj[2][2], input->header.cameraProj[3][2],
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input->header.cameraNear, input->header.cameraFar);
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// Launch the "root" tiles. Ideally these should at least fill the
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