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https://github.com/bkaradzic/bgfx.git
synced 2026-10-15 21:45:33 +00:00
Predefined uniforms refactoring.
This commit is contained in:
@@ -1056,7 +1056,7 @@ namespace bgfx
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PredefinedUniform& predefined = program.m_predefined[0];
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uint8_t flags = predefined.m_type;
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setShaderConstant(flags, predefined.m_loc, proj, 4);
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setShaderUniform(flags, predefined.m_loc, proj, 4);
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commitShaderConstants();
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m_textures[_blitter.m_texture.idx].commit(0);
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@@ -1285,7 +1285,7 @@ namespace bgfx
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}
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}
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void setShaderConstant(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
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void setShaderUniform(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
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{
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if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
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{
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@@ -1299,6 +1299,16 @@ namespace bgfx
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}
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}
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void setShaderUniform4f(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
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{
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setShaderUniform(_flags, _regIndex, _val, _numRegs);
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}
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void setShaderUniform4x4f(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
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{
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setShaderUniform(_flags, _regIndex, _val, _numRegs);
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}
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void commitShaderConstants()
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{
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if (0 < m_vsChanges)
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@@ -1951,7 +1961,7 @@ namespace bgfx
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case UniformType::_uniform: \
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case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
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{ \
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setShaderConstant(type, loc, data, num); \
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setShaderUniform(type, loc, data, num); \
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} \
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break;
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@@ -1976,7 +1986,7 @@ namespace bgfx
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mtx.un.val[ 9] = value[7];
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mtx.un.val[10] = value[8];
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mtx.un.val[11] = 0.0f;
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setShaderConstant(type, loc, &mtx.un.val[0], 3);
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setShaderUniform(type, loc, &mtx.un.val[0], 3);
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}
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}
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break;
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@@ -2997,10 +3007,6 @@ namespace bgfx
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currentState.m_flags = BGFX_STATE_NONE;
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currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
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Matrix4 mtxViewTmp[2][BGFX_CONFIG_MAX_VIEWS];
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Matrix4* mtxView[2] = { _render->m_view, mtxViewTmp[1] };
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Matrix4 mtxViewProj[2][BGFX_CONFIG_MAX_VIEWS];
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const bool hmdEnabled = m_ovr.isEnabled() || m_ovr.isDebug();
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_render->m_hmdEnabled = hmdEnabled;
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@@ -3008,52 +3014,9 @@ namespace bgfx
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{
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HMD& hmd = _render->m_hmd;
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m_ovr.getEyePose(hmd);
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mtxView[0] = mtxViewTmp[0];
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Matrix4 viewAdjust;
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bx::mtxIdentity(viewAdjust.un.val);
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for (uint32_t eye = 0; eye < 2; ++eye)
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{
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const HMD::Eye& hmdEye = hmd.eye[eye];
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viewAdjust.un.val[12] = hmdEye.viewOffset[0];
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viewAdjust.un.val[13] = hmdEye.viewOffset[1];
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viewAdjust.un.val[14] = hmdEye.viewOffset[2];
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for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
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{
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if (BGFX_VIEW_STEREO == (_render->m_viewFlags[ii] & BGFX_VIEW_STEREO) )
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{
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bx::float4x4_mul(&mtxView[eye][ii].un.f4x4
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, &_render->m_view[ii].un.f4x4
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, &viewAdjust.un.f4x4
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);
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}
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else
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{
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memcpy(&mtxView[0][ii].un.f4x4, &_render->m_view[ii].un.f4x4, sizeof(Matrix4) );
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}
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}
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}
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}
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for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
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{
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for (uint32_t eye = 0; eye < uint32_t(hmdEnabled)+1; ++eye)
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{
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bx::float4x4_mul(&mtxViewProj[eye][ii].un.f4x4
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, &mtxView[eye][ii].un.f4x4
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, &_render->m_proj[eye][ii].un.f4x4
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);
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}
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}
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Matrix4 invView;
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Matrix4 invProj;
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Matrix4 invViewProj;
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uint16_t invViewCached = UINT16_MAX;
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uint16_t invProjCached = UINT16_MAX;
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uint16_t invViewProjCached = UINT16_MAX;
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ViewState viewState(_render, hmdEnabled);
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bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
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bool scissorEnabled = false;
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@@ -3063,7 +3026,6 @@ namespace bgfx
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SortKey key;
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uint8_t view = 0xff;
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FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
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float alphaRef = 0.0f;
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const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
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uint8_t primIndex = uint8_t(primType>>BGFX_STATE_PT_SHIFT);
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@@ -3085,7 +3047,7 @@ namespace bgfx
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bool viewRestart = false;
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uint8_t eye = 0;
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uint8_t restartState = 0;
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Rect rect = _render->m_rect[0];
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viewState.m_rect = _render->m_rect[0];
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int32_t numItems = _render->m_num;
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for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
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@@ -3139,15 +3101,15 @@ namespace bgfx
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PIX_ENDEVENT();
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rect = _render->m_rect[view];
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viewState.m_rect = _render->m_rect[view];
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if (viewRestart)
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{
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wchar_t* viewNameW = s_viewNameW[view];
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viewNameW[3] = eye ? L'R' : L'L';
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PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), viewNameW);
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rect.m_x = eye * (rect.m_width+1)/2;
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rect.m_width /= 2;
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viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
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viewState.m_rect.m_width /= 2;
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}
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else
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{
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@@ -3158,13 +3120,13 @@ namespace bgfx
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const Rect& scissorRect = _render->m_scissor[view];
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viewHasScissor = !scissorRect.isZero();
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viewScissorRect = viewHasScissor ? scissorRect : rect;
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viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
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D3D11_VIEWPORT vp;
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vp.TopLeftX = rect.m_x;
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vp.TopLeftY = rect.m_y;
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vp.Width = rect.m_width;
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vp.Height = rect.m_height;
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vp.TopLeftX = viewState.m_rect.m_x;
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vp.TopLeftY = viewState.m_rect.m_y;
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vp.Width = viewState.m_rect.m_width;
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vp.Height = viewState.m_rect.m_height;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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deviceCtx->RSSetViewports(1, &vp);
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@@ -3172,7 +3134,7 @@ namespace bgfx
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if (BGFX_CLEAR_NONE != clear.m_flags)
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{
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clearQuad(_clearQuad, rect, clear, _render->m_clearColor);
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clearQuad(_clearQuad, viewState.m_rect, clear, _render->m_clearColor);
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prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
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}
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}
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@@ -3226,6 +3188,8 @@ namespace bgfx
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}
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}
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viewState.setPredefined<4>(this, view, eye, program, _render, compute);
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if (constantsChanged
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|| program.m_numPredefined > 0)
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{
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@@ -3392,7 +3356,7 @@ namespace bgfx
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if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
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{
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uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
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alphaRef = ref/255.0f;
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viewState.m_alphaRef = ref/255.0f;
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}
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const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
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@@ -3463,131 +3427,7 @@ namespace bgfx
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}
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}
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for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
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{
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PredefinedUniform& predefined = program.m_predefined[ii];
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uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT;
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switch (predefined.m_type&(~BGFX_UNIFORM_FRAGMENTBIT) )
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{
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case PredefinedUniform::ViewRect:
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{
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float frect[4];
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frect[0] = rect.m_x;
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frect[1] = rect.m_y;
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frect[2] = rect.m_width;
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frect[3] = rect.m_height;
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setShaderConstant(flags, predefined.m_loc, &frect[0], 1);
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}
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break;
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case PredefinedUniform::ViewTexel:
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{
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float frect[4];
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frect[0] = 1.0f/float(rect.m_width);
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frect[1] = 1.0f/float(rect.m_height);
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setShaderConstant(flags, predefined.m_loc, &frect[0], 1);
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}
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break;
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case PredefinedUniform::View:
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{
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setShaderConstant(flags
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, predefined.m_loc
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, mtxView[eye][view].un.val
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, bx::uint32_min(4, predefined.m_count)
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);
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}
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break;
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case PredefinedUniform::InvView:
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{
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uint16_t viewEye = (view << 1) | eye;
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if (viewEye != invViewCached)
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{
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invViewCached = viewEye;
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bx::float4x4_inverse(&invView.un.f4x4, &mtxView[eye][view].un.f4x4);
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}
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setShaderConstant(flags, predefined.m_loc, invView.un.val, bx::uint32_min(4, predefined.m_count) );
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}
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break;
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case PredefinedUniform::Proj:
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{
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setShaderConstant(flags, predefined.m_loc, _render->m_proj[eye][view].un.val, bx::uint32_min(4, predefined.m_count) );
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}
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break;
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case PredefinedUniform::InvProj:
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{
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uint16_t viewEye = (view << 1) | eye;
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if (viewEye != invProjCached)
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{
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invProjCached = viewEye;
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bx::float4x4_inverse(&invProj.un.f4x4, &_render->m_proj[eye][view].un.f4x4);
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}
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setShaderConstant(flags, predefined.m_loc, invProj.un.val, bx::uint32_min(4, predefined.m_count) );
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}
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break;
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case PredefinedUniform::ViewProj:
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{
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setShaderConstant(flags, predefined.m_loc, mtxViewProj[eye][view].un.val, bx::uint32_min(4, predefined.m_count) );
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}
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break;
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case PredefinedUniform::InvViewProj:
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{
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uint16_t viewEye = (view << 1) | eye;
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if (viewEye != invViewProjCached)
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{
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invViewProjCached = viewEye;
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bx::float4x4_inverse(&invViewProj.un.f4x4, &mtxViewProj[eye][view].un.f4x4);
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}
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setShaderConstant(flags, predefined.m_loc, invViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
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}
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break;
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case PredefinedUniform::Model:
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{
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const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
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setShaderConstant(flags, predefined.m_loc, model.un.val, bx::uint32_min(draw.m_num*4, predefined.m_count) );
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}
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break;
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case PredefinedUniform::ModelView:
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{
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Matrix4 modelView;
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const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
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bx::float4x4_mul(&modelView.un.f4x4, &model.un.f4x4, &mtxView[eye][view].un.f4x4);
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setShaderConstant(flags, predefined.m_loc, modelView.un.val, bx::uint32_min(4, predefined.m_count) );
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}
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break;
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case PredefinedUniform::ModelViewProj:
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{
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Matrix4 modelViewProj;
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const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
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bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &mtxViewProj[eye][view].un.f4x4);
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setShaderConstant(flags, predefined.m_loc, modelViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
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}
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break;
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case PredefinedUniform::AlphaRef:
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{
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setShaderConstant(flags, predefined.m_loc, &alphaRef, 1);
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}
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break;
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default:
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BX_CHECK(false, "predefined %d not handled", predefined.m_type);
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break;
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}
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}
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viewState.setPredefined<4>(this, view, eye, program, _render, draw);
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if (constantsChanged
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|| program.m_numPredefined > 0)
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