Merge branch 'master' of github.com:bkaradzic/bgfx
This commit is contained in:
commit
b50c64289a
@ -346,11 +346,11 @@ public:
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const double freq = double(bx::getHPFrequency() );
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float time = (float)( (now-m_timeOffset)/freq);
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// Reference:
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// Weighted, Blended Order-Independent Transparency
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// http://jcgt.org/published/0002/02/09/
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// http://casual-effects.blogspot.com/2014/03/weighted-blended-order-independent.html
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// Reference(s):
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// - Weighted, Blended Order-Independent Transparency
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// https://web.archive.org/save/http://jcgt.org/published/0002/02/09/
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// https://web.archive.org/web/20181126040455/http://casual-effects.blogspot.com/2014/03/weighted-blended-order-independent.html
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//
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const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
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const bx::Vec3 eye = { 0.0f, 0.0f, -7.0f };
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@ -4,13 +4,11 @@
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*/
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/*
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* References:
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*
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* Experiments in GPU-based occlusion culling
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* https://web.archive.org/web/20180920045301/https://interplayoflight.wordpress.com/2017/11/15/experiments-in-gpu-based-occlusion-culling/
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*
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* Experiments in GPU-based occlusion culling part 2: MultiDrawIndirect and mesh lodding
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* https://web.archive.org/web/20180920045332/https://interplayoflight.wordpress.com/2018/01/15/experiments-in-gpu-based-occlusion-culling-part-2-multidrawindirect-and-mesh-lodding/
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* Reference(s):
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* - Experiments in GPU-based occlusion culling
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* https://web.archive.org/web/20180920045301/https://interplayoflight.wordpress.com/2017/11/15/experiments-in-gpu-based-occlusion-culling/
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* - Experiments in GPU-based occlusion culling part 2: MultiDrawIndirect and mesh lodding
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* https://web.archive.org/web/20180920045332/https://interplayoflight.wordpress.com/2018/01/15/experiments-in-gpu-based-occlusion-culling-part-2-multidrawindirect-and-mesh-lodding/
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*/
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#include "common.h"
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@ -4,10 +4,9 @@
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*/
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/*
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* References:
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*
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* Next Generation Post Processing in Call of Duty: Advanced Warfare
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* https://web.archive.org/web/20180920045230/http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
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* Reference(s):
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* - Next Generation Post Processing in Call of Duty: Advanced Warfare
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* https://web.archive.org/web/20180920045230/http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
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*/
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#include "common.h"
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@ -48,8 +48,9 @@ void toAabb(Aabb& _aabb, const Sphere& _sphere)
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void toAabb(Aabb& _aabb, const Disk& _disk)
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{
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// Reference:
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// https://web.archive.org/web/20181113055756/http://iquilezles.org/www/articles/diskbbox/diskbbox.htm
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// Reference(s):
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// - https://web.archive.org/web/20181113055756/http://iquilezles.org/www/articles/diskbbox/diskbbox.htm
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//
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const bx::Vec3 nsq = bx::mul(_disk.m_normal, _disk.m_normal);
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const bx::Vec3 one = { 1.0f, 1.0f, 1.0f };
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const bx::Vec3 tmp = bx::sub(one, nsq);
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@ -68,8 +69,9 @@ void toAabb(Aabb& _aabb, const Disk& _disk)
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void toAabb(Aabb& _aabb, const Cylinder& _cylinder)
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{
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// Reference:
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// https://web.archive.org/web/20181113055756/http://iquilezles.org/www/articles/diskbbox/diskbbox.htm
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// Reference(s):
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// - https://web.archive.org/web/20181113055756/http://iquilezles.org/www/articles/diskbbox/diskbbox.htm
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//
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const bx::Vec3 axis = bx::sub(_cylinder.m_end, _cylinder.m_pos);
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const bx::Vec3 asq = bx::mul(axis, axis);
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const bx::Vec3 nsq = bx::mul(asq, 1.0f/bx::dot(axis, axis) );
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@ -4758,13 +4758,13 @@ extern "C"
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// When laptop setup has integrated and discrete GPU, following driver workarounds will
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// select discrete GPU:
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// Reference:
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// - https://web.archive.org/web/20180722051003/https://docs.nvidia.com/gameworks/content/technologies/desktop/optimus.htm
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// Reference(s):
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// - https://web.archive.org/web/20180722051003/https://docs.nvidia.com/gameworks/content/technologies/desktop/optimus.htm
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//
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__declspec(dllexport) uint32_t NvOptimusEnablement = UINT32_C(1);
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// Reference:
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// - https://web.archive.org/web/20180722051032/https://gpuopen.com/amdpowerxpressrequesthighperformance/
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// Reference(s):
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// - https://web.archive.org/web/20180722051032/https://gpuopen.com/amdpowerxpressrequesthighperformance/
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//
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__declspec(dllexport) uint32_t AmdPowerXpressRequestHighPerformance = UINT32_C(1);
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}
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@ -11,9 +11,9 @@ namespace bgfx
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/*
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* NVAPI
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*
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* Reference:
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* http://docs.nvidia.com/gameworks/content/gameworkslibrary/coresdk/nvapi/index.html
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* https://github.com/jNizM/AHK_NVIDIA_NvAPI/blob/master/info/NvAPI_IDs.txt
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* Reference(s):
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* - https://web.archive.org/web/20181126035649/https://docs.nvidia.com/gameworks/content/gameworkslibrary/coresdk/nvapi/index.html
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* - https://web.archive.org/web/20181126035710/https://github.com/jNizM/AHK_NVIDIA_NvAPI/blob/master/info/NvAPI_IDs.txt
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*/
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struct NvPhysicalGpuHandle;
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@ -72,8 +72,8 @@ namespace bgfx
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/*
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* NVIDIA Aftermath
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*
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* Reference:
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* https://developer.nvidia.com/nvidia-aftermath
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* Reference(s):
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* - https://web.archive.org/web/20181126035743/https://developer.nvidia.com/nvidia-aftermath
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*/
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typedef int32_t (*PFN_NVAFTERMATH_DX11_INITIALIZE)(int32_t _version, int32_t _flags, const ID3D11Device* _device);
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@ -560,8 +560,8 @@ namespace bgfx { namespace d3d11
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/*
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* AMD GPU Services (AGS) library
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*
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* Reference:
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* https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK
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* Reference(s):
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* - https://web.archive.org/web/20181126035805/https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK
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*/
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enum AGS_RETURN_CODE
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{
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@ -2089,10 +2089,11 @@ BX_TRACE("%d, %d, %d, %s", _array, _srgb, _mipAutogen, getName(_format) );
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// EXT_texture_format_BGRA8888 wants both format and internal
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// format to be BGRA.
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//
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// Reference:
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// https://www.khronos.org/registry/gles/extensions/EXT/EXT_texture_format_BGRA8888.txt
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// https://www.opengl.org/registry/specs/EXT/bgra.txt
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// https://www.khronos.org/registry/gles/extensions/APPLE/APPLE_texture_format_BGRA8888.txt
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// Reference(s):
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// - https://web.archive.org/web/20181126035829/https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_texture_format_BGRA8888.txt
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// - https://web.archive.org/web/20181126035841/https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_bgra.txt
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// - https://web.archive.org/web/20181126035851/https://www.khronos.org/registry/OpenGL/extensions/APPLE/APPLE_texture_format_BGRA8888.txt
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//
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if (!s_extension[Extension::EXT_bgra ].m_supported
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&& !s_extension[Extension::APPLE_texture_format_BGRA8888].m_supported)
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{
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namespace bgfx
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{
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// Reference: https://www.khronos.org/registry/spir-v/specs/1.0/SPIRV.html
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// Reference(s):
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// - https://web.archive.org/web/20181126035927/https://www.khronos.org/registry/spir-v/specs/1.0/SPIRV.html
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//
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struct SpvOpcode
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{
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enum Enum
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