On Fri, 29 Jul 2022 21:10:23 GMT, Ambarish Rapte <ara...@openjdk.org> wrote:
>> Nir Lisker has updated the pull request incrementally with one additional >> commit since the last revision: >> >> Remove unused comments, clean constructor > > modules/javafx.graphics/src/main/native-prism-d3d/hlsl/psMath.h line 98: > >> 96: * specular component. The computation is done in world space. >> 97: */ >> 98: void computeLight(float i, float3 n, float3 refl, float specPower, >> float3 toLight, float3 lightDir, in out float3 d, in out float3 s) { > > `toLight` -> `vertexToLightVec` ? The computation at this point is for pixels, and the argument type tells you if it's a vector (`float3`). When working with fields in the shaders' input/output it was convenient to be more descriptive with the names. Here everything is confined, so I don't think the descriptive names help much. Can still do a naming pass on these if you want. > modules/javafx.graphics/src/main/native-prism-d3d/hlsl/vsConstants.h line 36: > >> 34: static const int isSkinned = Skin; >> 35: >> 36: static const int maxLights = 3; > > May be name as `MAX_LIGHTS` similar to `static const int MAX_BONES = 70;` on > line 28 in same file. ? > of preferably use `MAX_NUM_LIGHTS` which we already use in .h, .cpp files. The max lights limitation is going to be removed in the following change set (at least I intend to do it), so I don't think it's worth touching all those constants. ------------- PR: https://git.openjdk.org/jfx/pull/789