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@@ -16,24 +16,24 @@ namespace bgfx
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{
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}
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- ViewState(Frame* _render, bool _hmdEnabled)
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+ ViewState(Frame* _frame, bool _hmdEnabled)
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{
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- reset(_render, _hmdEnabled);
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+ reset(_frame, _hmdEnabled);
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}
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- void reset(Frame* _render, bool _hmdEnabled)
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+ void reset(Frame* _frame, bool _hmdEnabled)
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{
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m_alphaRef = 0.0f;
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m_invViewCached = UINT16_MAX;
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m_invProjCached = UINT16_MAX;
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m_invViewProjCached = UINT16_MAX;
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- m_view[0] = _render->m_view;
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+ m_view[0] = _frame->m_view;
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m_view[1] = m_viewTmp[1];
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if (_hmdEnabled)
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{
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- HMD& hmd = _render->m_hmd;
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+ HMD& hmd = _frame->m_hmd;
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m_view[0] = m_viewTmp[0];
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Matrix4 viewAdjust;
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@@ -48,16 +48,16 @@ namespace bgfx
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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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+ if (BGFX_VIEW_STEREO == (_frame->m_viewFlags[ii] & BGFX_VIEW_STEREO) )
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{
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bx::float4x4_mul(&m_view[eye][ii].un.f4x4
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- , &_render->m_view[ii].un.f4x4
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+ , &_frame->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(&m_view[0][ii].un.f4x4, &_render->m_view[ii].un.f4x4, sizeof(Matrix4) );
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+ memcpy(&m_view[0][ii].un.f4x4, &_frame->m_view[ii].un.f4x4, sizeof(Matrix4) );
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}
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}
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}
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@@ -69,14 +69,14 @@ namespace bgfx
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{
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bx::float4x4_mul(&m_viewProj[eye][ii].un.f4x4
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, &m_view[eye][ii].un.f4x4
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- , &_render->m_proj[eye][ii].un.f4x4
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+ , &_frame->m_proj[eye][ii].un.f4x4
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);
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}
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}
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}
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template<uint16_t mtxRegs, typename RendererContext, typename Program, typename Draw>
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- void setPredefined(RendererContext* _renderer, uint16_t view, uint8_t eye, Program& _program, Frame* _render, const Draw& _draw)
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+ void setPredefined(RendererContext* _renderer, uint16_t _view, uint8_t _eye, Program& _program, Frame* _frame, const Draw& _draw)
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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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@@ -118,7 +118,7 @@ namespace bgfx
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{
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_renderer->setShaderUniform4x4f(flags
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, predefined.m_loc
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- , m_view[eye][view].un.val
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+ , m_view[_eye][_view].un.val
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, bx::uint32_min(mtxRegs, predefined.m_count)
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);
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}
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@@ -126,12 +126,12 @@ namespace bgfx
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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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+ uint16_t viewEye = (_view << 1) | _eye;
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if (viewEye != m_invViewCached)
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{
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m_invViewCached = viewEye;
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bx::float4x4_inverse(&m_invView.un.f4x4
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- , &m_view[eye][view].un.f4x4
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+ , &m_view[_eye][_view].un.f4x4
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);
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}
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@@ -147,7 +147,7 @@ namespace bgfx
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{
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_renderer->setShaderUniform4x4f(flags
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, predefined.m_loc
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- , _render->m_proj[eye][view].un.val
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+ , _frame->m_proj[_eye][_view].un.val
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, bx::uint32_min(mtxRegs, predefined.m_count)
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);
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}
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@@ -155,12 +155,12 @@ namespace bgfx
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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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+ uint16_t viewEye = (_view << 1) | _eye;
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if (viewEye != m_invProjCached)
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{
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m_invProjCached = viewEye;
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bx::float4x4_inverse(&m_invProj.un.f4x4
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- , &_render->m_proj[eye][view].un.f4x4
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+ , &_frame->m_proj[_eye][_view].un.f4x4
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);
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}
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@@ -176,7 +176,7 @@ namespace bgfx
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{
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_renderer->setShaderUniform4x4f(flags
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, predefined.m_loc
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- , m_viewProj[eye][view].un.val
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+ , m_viewProj[_eye][_view].un.val
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, bx::uint32_min(mtxRegs, predefined.m_count)
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);
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}
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@@ -184,12 +184,12 @@ namespace bgfx
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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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+ uint16_t viewEye = (_view << 1) | _eye;
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if (viewEye != m_invViewProjCached)
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{
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m_invViewProjCached = viewEye;
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bx::float4x4_inverse(&m_invViewProj.un.f4x4
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- , &m_viewProj[eye][view].un.f4x4
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+ , &m_viewProj[_eye][_view].un.f4x4
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);
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}
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@@ -203,7 +203,7 @@ namespace bgfx
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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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+ const Matrix4& model = _frame->m_matrixCache.m_cache[_draw.m_matrix];
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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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@@ -215,10 +215,10 @@ 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 = _render->m_matrixCache.m_cache[_draw.m_matrix];
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+ const Matrix4& model = _frame->m_matrixCache.m_cache[_draw.m_matrix];
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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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+ , &m_view[_eye][_view].un.f4x4
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);
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_renderer->setShaderUniform4x4f(flags
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, predefined.m_loc
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@@ -231,10 +231,10 @@ 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 = _render->m_matrixCache.m_cache[_draw.m_matrix];
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+ const Matrix4& model = _frame->m_matrixCache.m_cache[_draw.m_matrix];
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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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+ , &m_viewProj[_eye][_view].un.f4x4
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);
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_renderer->setShaderUniform4x4f(flags
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, predefined.m_loc
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