added any/none/all for bool
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@@ -37,6 +37,7 @@
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#define programIndex laneIndex()
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#define taskIndex blockIndex0()
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#define taskCount blockCount0()
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#define cif if
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#else
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#warning "emitting HOST code"
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#endif
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@@ -212,8 +213,8 @@ IntersectLightsWithTileMinMax(
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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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if (any(inFrustum))
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{
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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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@@ -234,13 +235,11 @@ IntersectLightsWithTileMinMax(
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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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active = true;
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}
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if (lightIndex >= numLights)
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active = false;
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const bool active = inFrustum && lightIndex < numLights;
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tileNumLights += packed_store_active(active, &tileLightIndices[tileNumLights], lightIndex);
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if(any(active))
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tileNumLights += packed_store_active(active, &tileLightIndices[tileNumLights], lightIndex);
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}
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}
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return tileNumLights;
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@@ -402,7 +401,7 @@ ShadeTile(
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// Clip at end of attenuation
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float light_attenutaionEnd2 = light_attenuationEnd * light_attenuationEnd;
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if (distanceToLight2 < light_attenutaionEnd2) {
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cif (distanceToLight2 < light_attenutaionEnd2) {
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float distanceToLight = sqrt(distanceToLight2);
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// HLSL "rcp" is allowed to be fairly inaccurate
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@@ -416,7 +415,7 @@ ShadeTile(
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surface_normal_z, L_x, L_y, L_z);
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// Clip back facing
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if (NdotL > 0.0f) {
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cif (NdotL > 0.0f) {
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uniform float light_attenuationBegin =
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inputData.lightAttenuationBegin[lightIndex];
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