Have some real bad lock ups when the oct is semi full
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@@ -302,7 +302,7 @@ __kernel void raycaster(
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intersection_t -= delta_t * convert_float3(isless(intersection_t, 0));
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int distance_traveled = 0;
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int max_distance = 700;
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int max_distance = 100;
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uint bounce_count = 0;
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int3 face_mask = { 0, 0, 0 };
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int voxel_data = 0;
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@@ -433,7 +433,7 @@ __kernel void raycaster(
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is_valid = (traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16) & mask_8[mask_index];
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failsafe++;
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if (failsafe > 10000)
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if (failsafe > 20)
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break;
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}
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@@ -507,30 +507,32 @@ __kernel void raycaster(
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is_valid = (traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16) & mask_8[mask_index];
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failsafe++;
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if (failsafe > 100)
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if (failsafe > 20)
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break;
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}
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intersection_t += delta_t * jump_power * fabs(convert_float3(face_mask.xyz));
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// intersection_t += delta_t * jump_power * fabs(convert_float3(face_mask.xyz));
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//
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// //int3 other_faces = face_mask == 1 ? 1 : -1;
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// int3 other_faces = select((int3)(1,1,1), (int3)(0,0,0), (int3)(face_mask == 1));
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// //int3 added_diff = last_oct_pos + prev_jump_power - traversal_state.oct_pos;
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//
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// uint3 multiplier = (1, 1, 1);//convert_uint3(abs(traversal_state.oct_pos - last_oct_pos) * (1.0f/prev_jump_power));
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//
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// last_oct_pos = traversal_state.oct_pos;
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//
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// intersection_t -= delta_t * prev_jump_power * convert_float3(other_faces.xyz);
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// intersection_t += delta_t * convert_float3(multiplier) * jump_power * fabs(convert_float3(other_faces.xyz));
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//int3 other_faces = face_mask == 1 ? 1 : -1;
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int3 other_faces = select((int3)(1,1,1), (int3)(0,0,0), (int3)(face_mask == 1));
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//int3 added_diff = last_oct_pos + prev_jump_power - traversal_state.oct_pos;
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uint3 multiplier = abs(traversal_state.oct_pos - last_oct_pos) / prev_jump_power ;
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last_oct_pos = traversal_state.oct_pos;
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intersection_t -= delta_t * prev_jump_power * convert_float3(other_faces.xyz);
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intersection_t += delta_t * convert_float3(multiplier) * jump_power * fabs(convert_float3(other_faces.xyz));
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// // Test for out of bounds contions, add fog
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// if (traversal_state.scale == 1){
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// //voxel.xyz -= voxel_step.xyz * face_mask.xyz;
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// color_accumulator = mix((1.0f, 1.0f, 1.0f, 1.0f), (1.0f, 1.0f, 1.0f, 1.0f), 1.0f - max(distance_traveled / 700.0f, 0.0f));
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// color_accumulator.w *= 4;
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// break;
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// }
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voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))];
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if (traversal_state.scale == 1 && is_valid){
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//voxel.xyz -= voxel_step.xyz * face_mask.xyz;
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color_accumulator = mix((1.0f, 1.0f, 1.0f, 1.0f), (1.0f, 1.0f, 1.0f, 1.0f), 1.0f - max(distance_traveled / 700.0f, 0.0f));
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color_accumulator.w *= 4;
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break;
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}
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//voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))];
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} else {
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// Fancy no branch version of the logic step
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face_mask = intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy);
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