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Common: Get rid of alignment macros
The gl rasterizer already uses alignas, so we may as well move everything over.
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2 changed files with 5 additions and 13 deletions
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@ -18,19 +18,11 @@
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#define INSERT_PADDING_BYTES(num_bytes) u8 CONCAT2(pad, __LINE__)[(num_bytes)]
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#define INSERT_PADDING_WORDS(num_words) u32 CONCAT2(pad, __LINE__)[(num_words)]
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// Inlining
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#ifdef _WIN32
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// Alignment
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#define FORCE_INLINE __forceinline
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#define MEMORY_ALIGNED16(x) __declspec(align(16)) x
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#define MEMORY_ALIGNED32(x) __declspec(align(32)) x
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#define MEMORY_ALIGNED64(x) __declspec(align(64)) x
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#define MEMORY_ALIGNED128(x) __declspec(align(128)) x
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#else
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#define FORCE_INLINE inline __attribute__((always_inline))
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#define MEMORY_ALIGNED16(x) __attribute__((aligned(16))) x
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#define MEMORY_ALIGNED32(x) __attribute__((aligned(32))) x
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#define MEMORY_ALIGNED64(x) __attribute__((aligned(64))) x
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#define MEMORY_ALIGNED128(x) __attribute__((aligned(128))) x
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#endif
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#ifndef _MSC_VER
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@ -82,7 +82,7 @@ struct ShaderSetup {
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struct {
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// The float uniforms are accessed by the shader JIT using SSE instructions, and are
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// therefore required to be 16-byte aligned.
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Math::Vec4<float24> MEMORY_ALIGNED16(f[96]);
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alignas(16) Math::Vec4<float24> f[96];
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std::array<bool, 16> b;
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std::array<Math::Vec4<u8>, 4> i;
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@ -276,9 +276,9 @@ struct UnitState {
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struct Registers {
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// The registers are accessed by the shader JIT using SSE instructions, and are therefore
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// required to be 16-byte aligned.
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Math::Vec4<float24> MEMORY_ALIGNED16(input[16]);
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Math::Vec4<float24> MEMORY_ALIGNED16(output[16]);
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Math::Vec4<float24> MEMORY_ALIGNED16(temporary[16]);
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alignas(16) Math::Vec4<float24> input[16];
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alignas(16) Math::Vec4<float24> output[16];
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alignas(16) Math::Vec4<float24> temporary[16];
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} registers;
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static_assert(std::is_pod<Registers>::value, "Structure is not POD");
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