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author Julian Sikorski <belegdol+github@gmail.com>2019-10-13 13:50:38 +0200
committer R. Belmont <rb6502@users.noreply.github.com>2019-10-13 07:50:38 -0400
commit0837e7451a84f95c29dbdb9bd6b8b931fee1635d (patch)
tree626bcbd250a7fbebdf5958a288d2f438d4f9fb5a /3rdparty/bgfx/src/topology.cpp
parentc913ccb59d713ce0b91135520719ac5385e54358 (diff)
WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* Sync with bgfx upstream revision b91d0b6 * Sync with bx upstream revision d60912b * Sync with bimg upstream revision bd81f60 * Add astc-codec decoder * Rename VertexDecl to VertexLayout * Rename UniformType enum Int1 to Sampler. * Add NVN stub * Fix unused-const-variable error on macOS * Drop redundant explicit language parameters buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only applied to objective c++ files. As such, hardcoding -x offers no benefit while preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on macOS) from working. * Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning * Build bgfx as Objective-C++ on macOS It is needed due to included headers * Enable Direct3D12 and Vulkan bgfx rendering backends * Enable building of spirv shaders * Properly escape /c in cmd call * Comment out dx12 bgfx renderer * Honor VERBOSE setting during shaders build * Only invert hlsl shader XYZ_TO_sRGB matrix for opengl * Add spirv shaders * OpenGL ES needs transposed matrix too * Metal needs transposed matrix as well
Diffstat (limited to '3rdparty/bgfx/src/topology.cpp')
-rw-r--r--3rdparty/bgfx/src/topology.cpp23
1 files changed, 11 insertions, 12 deletions
diff --git a/3rdparty/bgfx/src/topology.cpp b/3rdparty/bgfx/src/topology.cpp
index 1a3e8b6f6ab..cf2b417cfad 100644
--- a/3rdparty/bgfx/src/topology.cpp
+++ b/3rdparty/bgfx/src/topology.cpp
@@ -1,5 +1,5 @@
/*
- * Copyright 2011-2018 Branimir Karadzic. All rights reserved.
+ * Copyright 2011-2019 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
@@ -277,22 +277,21 @@ namespace bgfx
return (_a + _b + _c) * 1.0f/3.0f;
}
- const float* vertexPos(const void* _vertices, uint32_t _stride, uint32_t _index)
+ const bx::Vec3 vertexPos(const void* _vertices, uint32_t _stride, uint32_t _index)
{
const uint8_t* vertices = (const uint8_t*)_vertices;
- return (const float*)&vertices[_index*_stride];
+ return bx::load<bx::Vec3>(&vertices[_index*_stride]);
}
- inline float distanceDir(const float* __restrict _dir, const void* __restrict _vertices, uint32_t _stride, uint32_t _index)
+ inline float distanceDir(const float* _dir, const void* _vertices, uint32_t _stride, uint32_t _index)
{
- return bx::vec3Dot(vertexPos(_vertices, _stride, _index), _dir);
+ return bx::dot(vertexPos(_vertices, _stride, _index), bx::load<bx::Vec3>(_dir) );
}
- inline float distancePos(const float* __restrict _pos, const void* __restrict _vertices, uint32_t _stride, uint32_t _index)
+ inline float distancePos(const float* _pos, const void* _vertices, uint32_t _stride, uint32_t _index)
{
- float tmp[3];
- bx::vec3Sub(tmp, _pos, vertexPos(_vertices, _stride, _index) );
- return bx::sqrt(bx::vec3Dot(tmp, tmp) );
+ const bx::Vec3 tmp = bx::sub(bx::load<bx::Vec3>(_pos), vertexPos(_vertices, _stride, _index) );
+ return bx::sqrt(bx::dot(tmp, tmp) );
}
typedef float (*KeyFn)(float, float, float);
@@ -300,10 +299,10 @@ namespace bgfx
template<typename IndexT, DistanceFn dfn, KeyFn kfn, uint32_t xorBits>
inline void calcSortKeys(
- uint32_t* __restrict _keys
- , uint32_t* __restrict _values
+ uint32_t* _keys
+ , uint32_t* _values
, const float _dirOrPos[3]
- , const void* __restrict _vertices
+ , const void* _vertices
, uint32_t _stride
, const IndexT* _indices
, uint32_t _num