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https://github.com/bkaradzic/bgfx.git
synced 2026-02-17 20:52:36 +01:00
Cleanup.
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@@ -56,11 +56,11 @@ vec3 calcLight(int _idx, vec3 _wpos, vec3 _normal, vec3 _view)
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float toClipSpaceDepth(float _depthTextureZ)
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{
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
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return _depthTextureZ;
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#else
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return _depthTextureZ * 2.0 - 1.0;
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
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}
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vec3 clipToWorld(mat4 _invViewProj, vec3 _clipPos)
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@@ -76,9 +76,9 @@ void main()
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float depth = toClipSpaceDepth(deviceDepth);
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vec3 clip = vec3(v_texcoord0 * 2.0 - 1.0, depth);
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
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clip.y = -clip.y;
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
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vec3 wpos = clipToWorld(u_mtx, clip);
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vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz;
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@@ -68,11 +68,11 @@ float PCF(sampler2DShadow _sampler, vec4 _shadowCoord, float _bias, vec2 _texelS
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float toClipSpaceDepth(float _depthTextureZ)
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{
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
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return _depthTextureZ;
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#else
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return _depthTextureZ * 2.0 - 1.0;
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
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}
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vec3 clipToWorld(mat4 _invViewProj, vec3 _clipPos)
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@@ -81,7 +81,6 @@ vec3 clipToWorld(mat4 _invViewProj, vec3 _clipPos)
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return wpos.xyz / wpos.w;
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}
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void main()
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{
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vec3 n = texture2D(s_normal, v_texcoord0).xyz;
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@@ -98,9 +97,9 @@ void main()
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float deviceDepth = texture2D(s_depth, texCoord).x;
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float depth = toClipSpaceDepth(deviceDepth);
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vec3 clip = vec3(texCoord * 2.0 - 1.0, depth);
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
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clip.y = -clip.y;
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
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vec3 wpos = clipToWorld(u_invMvp, clip);
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const float shadowMapOffset = 0.003;
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@@ -14,11 +14,11 @@ uniform mat4 u_invMvp;
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float toClipSpaceDepth(float _depthTextureZ)
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{
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
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return _depthTextureZ;
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#else
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return _depthTextureZ * 2.0 - 1.0;
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
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}
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vec3 clipToWorld(mat4 _invViewProj, vec3 _clipPos)
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@@ -40,9 +40,9 @@ void main()
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float depth = toClipSpaceDepth(deviceDepth);
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vec3 clip = vec3(texCoord * 2.0 - 1.0, depth);
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
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clip.y = -clip.y;
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
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vec3 wpos = clipToWorld(u_invMvp, clip);
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// Get normal from its map, and decompress
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@@ -18,11 +18,11 @@ SAMPLER2D(s_rsm, 3); // Reflective shadow map, used to scale/color light
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float toClipSpaceDepth(float _depthTextureZ)
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{
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
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return _depthTextureZ;
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#else
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return _depthTextureZ * 2.0 - 1.0;
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
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}
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vec3 clipToWorld(mat4 _invViewProj, vec3 _clipPos)
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@@ -41,9 +41,9 @@ void main()
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float deviceDepth = texture2DLod(s_shadowMap, texCoord, 0).x;
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float depth = toClipSpaceDepth(deviceDepth);
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vec3 clip = vec3(texCoord * 2.0 - 1.0, depth);
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
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clip.y = -clip.y;
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_METAL
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
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vec3 wPos = clipToWorld(u_invMvpShadow, clip);
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wPos.y -= 0.001; // Would be much better to perturb in normal direction, but I didn't do that.
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@@ -56,8 +56,8 @@ cs_%.bin.h : cs_%.sc
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@echo [$(<)]
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$(SILENT) $(SHADERC) $(CS_FLAGS) --platform linux -p 430 -f $(<) -o $(SHADER_TMP) --bin2c $(basename $(<))_glsl
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@cat $(SHADER_TMP) > $(@)
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-$(SILENT) $(SHADERC) $(CS_FLAGS) --platform linux -p spirv -f $(<) -o $(SHADER_TMP) --bin2c $(basename $(<))_spv
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-@cat $(SHADER_TMP) >> $(@)
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# -$(SILENT) $(SHADERC) $(CS_FLAGS) --platform linux -p spirv -f $(<) -o $(SHADER_TMP) --bin2c $(basename $(<))_spv
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# -@cat $(SHADER_TMP) >> $(@)
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-$(SILENT) $(SHADERC) $(CS_FLAGS) --platform windows -p cs_5_0 -O 1 -f $(<) -o $(SHADER_TMP) --bin2c $(basename $(<))_dx11
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-@cat $(SHADER_TMP) >> $(@)
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-@echo extern const uint8_t* $(basename $(<))_pssl;>> $(@)
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@@ -278,9 +278,9 @@ vec4 bgfxTexelFetch(BgfxSampler3D _sampler, ivec3 _coord, int _lod)
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# define sampler2DMS BgfxSampler2DMS
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# define SAMPLER2DSHADOW(_name, _reg) \
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uniform SamplerComparisonState _name ## Sampler : REGISTER(s, _reg); \
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uniform SamplerComparisonState _name ## SamplerComparison : REGISTER(s, _reg); \
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uniform Texture2D _name ## Texture : REGISTER(t, _reg); \
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static BgfxSampler2DShadow _name = { _name ## Sampler, _name ## Texture }
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static BgfxSampler2DShadow _name = { _name ## SamplerComparison, _name ## Texture }
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# define sampler2DShadow BgfxSampler2DShadow
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# define shadow2D(_sampler, _coord) bgfxShadow2D(_sampler, _coord)
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# define shadow2DProj(_sampler, _coord) bgfxShadow2DProj(_sampler, _coord)
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@@ -283,7 +283,7 @@ namespace bgfx
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class StateCacheLru
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{
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public:
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void add(uint64_t _key, Ty _value, uint16_t _parent)
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Ty* add(uint64_t _key, const Ty& _value, uint16_t _parent)
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{
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uint16_t handle = m_alloc.alloc();
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if (UINT16_MAX == handle)
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@@ -300,6 +300,8 @@ namespace bgfx
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data.m_value = _value;
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data.m_parent = _parent;
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m_hashMap.insert(stl::make_pair(_key, handle) );
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return &m_data[handle].m_value;
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}
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Ty* find(uint64_t _key)
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