working for both neon32 and neon64
Update math_backend.cpp
further sse simd additions
avx2 float3 added
added normalize_magnitude
added divide fast to float3 may copy to float4
move static spheremesh to drawSphere (initialize on first use) so platform has a chance to load the math backend
all float3 and float4 functions and isas
completed all options of float3 and float4 functions in isas and math_c
neon still to be done but that will be on mac.
Update math_backend.cpp
mac isa neon update
added float3
restructured the classes to look more like the final version of the x86 classes
linux required changes
Update build-macos-clang.yml
Update build-macos-clang.yml
Revert "Update build-macos-clang.yml"
This reverts commit 29dfc567f4.
Revert "Update build-macos-clang.yml"
This reverts commit 2abad2b4ca.
Update CMakeLists.txt
fix macs stupid build
remove god awful rolling average from frame time tracker....
use intrinsic headers instead
each isa implementation now uses a header for that isa's intrinsic functions these are then used in the impl files. This will make it easier for matrix functions when those are implemented.
fixed comment saying 256 when it should be 512 for avx512
consolidated initializers for function tables
Update neon_intrinsics.h
fixes for some neon intrinsics no idea if this is the best way to do these but they work at least
v_cross is especially messy at the moment we basically just do it as a c math function need to look into getting this done correctly
it's getting there, but there have been a few spots noted where it eroneously corrupts text, so we'll have to pull this back out for a bit barring a proper resolution
Generating image previews of image assets was failing
DDS remove redundant check for stream status.
STB requires the file to be free before being written to, move check to make sure we can open the path into gBitmap and remove FileStream checks from everywhere else.
-Adds reversed depth projection model, dramatically increasing depth buffer effective resolution.
-Adds 32F depth 8U stencil format GFXFormatD32FS8X24 (following DX naming conventions). Note this is a 64-bit format, and likely not suitable for mobile platforms. Revert to GFXFormatD24S8 in renderManager.tscript for mobile & "ancient" platforms.
-Corrects alignment of texture type details array.
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages
Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Disabled fields for dynamic and static shadowmap refresh rates
Moved noShape model to core/rendering/shapes to place it in a more logical module position
Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code
Added call to reload probe textures when a reloadTextures call is made
Adjusted default directional light shadowmap settings to not be as extreme
Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication.
Shifted shape loader code to utilize assimp for loader consistency and testing
Changed render bin used for SSAO postfx so it runs at the right time
Made Core_Rendering module scan for assets
Updated loose file references to a number of assets to follow proper formatting
Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items
Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type.
Cleaned up a bunch of old, outdated code in the asset importer
Added initial handling for in-place importing of files without needing to process them through the UI.
Added ability to edit module script from RMB context menu if torsion path is set
Updated list field code for variable inspector to utilize correct ownerObject field
Reorg'd probe init to flow better and be more robust on load
Cleaned up various parts of the probe render manager to be more stable
Fixed issue with crash on release due to numProbe in loops being 0
Updated glsl probe array shader
Beginning of rework of editor settings
Beginning of conversion of asset import config to similar system as editor settings
while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,
A lot of instances where some function args are not actually modified in any way, meaning that it is better for performance to convert them into const references. This prevents an additional copy, which can help performance.
- Con::executef now uses a template
- All public execution functions now restore the console stack upon return
- Fixed bad parameters on some callbacks
- Reverts get*Arg behavior
* Made use of dStrIsEmpty in more locations (and fixed it :P)
* Removed commented-out code
* Corrected default params
* Fixed some console warning formats
* Removed tabs
* Corrected setExtent API