mirror of
https://github.com/bkaradzic/bgfx.git
synced 2026-02-18 04:53:06 +01:00
Cleanup.
This commit is contained in:
@@ -968,8 +968,8 @@ namespace bgfx
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_frame->m_uniformEnd = _frame->m_uniformBuffer->getPos();
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m_compute.m_matrix = m_draw.m_matrix;
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m_compute.m_num = m_draw.m_num;
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m_compute.m_startMatrix = m_draw.m_startMatrix;
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m_compute.m_numMatrices = m_draw.m_numMatrices;
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m_compute.m_numX = bx::uint32_max(_numX, 1);
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m_compute.m_numY = bx::uint32_max(_numY, 1);
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m_compute.m_numZ = bx::uint32_max(_numZ, 1);
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38
src/bgfx_p.h
38
src/bgfx_p.h
@@ -1409,7 +1409,7 @@ namespace bgfx
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m_stateFlags = BGFX_STATE_DEFAULT;
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m_stencil = packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT);
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m_rgba = 0;
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m_matrix = 0;
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m_startMatrix = 0;
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m_startIndex = 0;
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m_numIndices = UINT32_MAX;
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m_numVertices = UINT32_MAX;
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@@ -1418,7 +1418,7 @@ namespace bgfx
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m_numInstances = 1;
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m_startIndirect = 0;
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m_numIndirect = UINT16_MAX;
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m_num = 1;
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m_numMatrices = 1;
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m_submitFlags = BGFX_SUBMIT_EYE_FIRST;
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m_scissor = UINT16_MAX;
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m_streamMask = 0;
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@@ -1444,7 +1444,7 @@ namespace bgfx
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uint32_t m_rgba;
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uint32_t m_uniformBegin;
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uint32_t m_uniformEnd;
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uint32_t m_matrix;
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uint32_t m_startMatrix;
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uint32_t m_startIndex;
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uint32_t m_numIndices;
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uint32_t m_numVertices;
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@@ -1453,7 +1453,7 @@ namespace bgfx
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uint16_t m_instanceDataStride;
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uint16_t m_startIndirect;
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uint16_t m_numIndirect;
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uint16_t m_num;
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uint16_t m_numMatrices;
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uint16_t m_scissor;
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uint8_t m_submitFlags;
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uint8_t m_streamMask;
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@@ -1468,14 +1468,14 @@ namespace bgfx
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{
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void clear()
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{
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m_uniformBegin = 0;
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m_uniformEnd = 0;
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m_matrix = 0;
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m_numX = 0;
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m_numY = 0;
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m_numZ = 0;
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m_num = 0;
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m_submitFlags = BGFX_SUBMIT_EYE_FIRST;
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m_uniformBegin = 0;
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m_uniformEnd = 0;
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m_startMatrix = 0;
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m_numX = 0;
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m_numY = 0;
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m_numZ = 0;
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m_numMatrices = 0;
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m_submitFlags = BGFX_SUBMIT_EYE_FIRST;
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m_indirectBuffer.idx = kInvalidHandle;
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m_startIndirect = 0;
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@@ -1484,7 +1484,7 @@ namespace bgfx
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uint32_t m_uniformBegin;
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uint32_t m_uniformEnd;
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uint32_t m_matrix;
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uint32_t m_startMatrix;
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IndirectBufferHandle m_indirectBuffer;
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uint32_t m_numX;
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@@ -1492,7 +1492,7 @@ namespace bgfx
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uint32_t m_numZ;
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uint16_t m_startIndirect;
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uint16_t m_numIndirect;
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uint16_t m_num;
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uint16_t m_numMatrices;
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uint8_t m_submitFlags;
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};
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@@ -1931,10 +1931,10 @@ namespace bgfx
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uint32_t setTransform(FrameCache& _frameCache, const void* _mtx, uint16_t _num)
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{
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m_draw.m_matrix = _frameCache.m_matrixCache.add(_mtx, _num);
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m_draw.m_num = _num;
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m_draw.m_startMatrix = _frameCache.m_matrixCache.add(_mtx, _num);
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m_draw.m_numMatrices = _num;
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return m_draw.m_matrix;
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return m_draw.m_startMatrix;
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}
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uint32_t allocTransform(FrameCache& _frameCache, Transform* _transform, uint16_t _num)
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@@ -1952,8 +1952,8 @@ namespace bgfx
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, _cache
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, BGFX_CONFIG_MAX_MATRIX_CACHE
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);
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m_draw.m_matrix = _cache;
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m_draw.m_num = uint16_t(bx::uint32_min(_cache+_num, BGFX_CONFIG_MAX_MATRIX_CACHE-1) - _cache);
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m_draw.m_startMatrix = _cache;
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m_draw.m_numMatrices = uint16_t(bx::uint32_min(_cache+_num, BGFX_CONFIG_MAX_MATRIX_CACHE-1) - _cache);
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}
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void setIndexBuffer(IndexBufferHandle _handle, uint32_t _firstIndex, uint32_t _numIndices)
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@@ -236,11 +236,11 @@ namespace bgfx
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case PredefinedUniform::Model:
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{
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const Matrix4& model = frameCache.m_matrixCache.m_cache[_draw.m_matrix];
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const Matrix4& model = frameCache.m_matrixCache.m_cache[_draw.m_startMatrix];
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_renderer->setShaderUniform4x4f(flags
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, predefined.m_loc
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, model.un.val
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, bx::uint32_min(_draw.m_num*mtxRegs, predefined.m_count)
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, bx::uint32_min(_draw.m_numMatrices*mtxRegs, predefined.m_count)
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);
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}
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break;
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@@ -248,7 +248,7 @@ namespace bgfx
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case PredefinedUniform::ModelView:
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{
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Matrix4 modelView;
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const Matrix4& model = frameCache.m_matrixCache.m_cache[_draw.m_matrix];
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const Matrix4& model = frameCache.m_matrixCache.m_cache[_draw.m_startMatrix];
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bx::float4x4_mul(&modelView.un.f4x4
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, &model.un.f4x4
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, &m_view[_eye][_view].un.f4x4
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@@ -264,7 +264,7 @@ namespace bgfx
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case PredefinedUniform::ModelViewProj:
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{
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Matrix4 modelViewProj;
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const Matrix4& model = frameCache.m_matrixCache.m_cache[_draw.m_matrix];
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const Matrix4& model = frameCache.m_matrixCache.m_cache[_draw.m_startMatrix];
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bx::float4x4_mul(&modelViewProj.un.f4x4
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, &model.un.f4x4
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, &m_viewProj[_eye][_view].un.f4x4
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