FastNoiseLite: Sync with 1.1.0, clean up SCsub

Doesn't fix the LTO warning about `-Waggressive-loop-optimizations`
due to GCC bug https://gcc.gnu.org/bugzilla/show_bug.cgi?id=80922.
This commit is contained in:
Rémi Verschelde 2024-02-19 01:03:11 +01:00
parent ab4c5a594a
commit a5c52c1e38
No known key found for this signature in database
GPG key ID: C3336907360768E1
6 changed files with 53 additions and 481 deletions

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@ -397,7 +397,7 @@ License: Expat
Files: ./thirdparty/noise/FastNoiseLite.h
Comment: FastNoise Lite
Copyright: 2020, Jordan Peck and contributors
Copyright: 2023, Jordan Peck and contributors
License: Expat
Files: ./thirdparty/misc/pcg.cpp

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@ -5,23 +5,9 @@ Import("env_modules")
env_noise = env_modules.Clone()
# Thirdparty source files
thirdparty_obj = []
thirdparty_dir = "#thirdparty/noise/"
thirdparty_sources = [
# Add C++ source files for noise modules here
]
thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
env_noise.Prepend(CPPPATH=[thirdparty_dir])
env_thirdparty = env_noise.Clone()
env_thirdparty.disable_warnings()
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
env.modules_sources += thirdparty_obj
# Godot source files
module_obj = []
@ -29,6 +15,3 @@ module_obj = []
env_noise.add_source_files(module_obj, "*.cpp")
env_noise.add_source_files(module_obj, "editor/*.cpp")
env.modules_sources += module_obj
# Needed to force rebuilding the module files when the thirdparty library is updated.
env.Depends(module_obj, thirdparty_obj)

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@ -697,7 +697,7 @@ Files extracted from the upstream source:
## noise
- Upstream: https://github.com/Auburn/FastNoiseLite
- Version: git (6be3d6bf7fb408de341285f9ee8a29b67fd953f1, 2022)
- Version: 1.1.0 (f7af54b56518aa659e1cf9fb103c0b6e36a833d9, 2023)
- License: MIT
Files extracted from the upstream source:

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@ -1,7 +1,7 @@
// MIT License
//
// Copyright(c) 2020 Jordan Peck (jordan.me2@gmail.com)
// Copyright(c) 2020 Contributors
// Copyright(c) 2023 Jordan Peck (jordan.me2@gmail.com)
// Copyright(c) 2023 Contributors
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
@ -44,15 +44,15 @@
// ....',;:codxkO000OOxdoc:;,''',,,;;;;,''.......',,;:clodkO00000Okxolc::;,,''..',;:ldxOKXNWWWNNK0OkkkkkkkkkkkxxddooooodxxkOOOOO000
// ....',;;clodxkkOOOkkdolc:;,,,,,,,,'..........,;:clodxkO0KKXKK0Okxdolcc::;;,,,;;:codkO0XXNNNNXKK0OOOOOkkkkxxdoollloodxkO0KKKXXXXX
//
// VERSION: 1.0.1
// https://github.com/Auburn/FastNoise
// VERSION: 1.1.0
// https://github.com/Auburn/FastNoiseLite
#ifndef FASTNOISELITE_H
#define FASTNOISELITE_H
#include <cmath>
namespace fastnoiselite{
namespace fastnoiselite {
class FastNoiseLite
{
@ -2594,5 +2594,6 @@ const T FastNoiseLite::Lookup<T>::RandVecs3D[] =
-0.7870349638f, 0.03447489231f, 0.6159443543f, 0, -0.2015596421f, 0.6859872284f, 0.6991389226f, 0, -0.08581082512f, -0.10920836f, -0.9903080513f, 0, 0.5532693395f, 0.7325250401f, -0.396610771f, 0, -0.1842489331f, -0.9777375055f, -0.1004076743f, 0, 0.0775473789f, -0.9111505856f, 0.4047110257f, 0, 0.1399838409f, 0.7601631212f, -0.6344734459f, 0, 0.4484419361f, -0.845289248f, 0.2904925424f, 0
};
}
#endif // namespace fastnoiselite
} // namespace fastnoiselite
#endif

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@ -1,455 +0,0 @@
--- orig/FastNoiseLite.h 1900-01-00 00:00:00 +0000
+++ noise/FastNoiseLite.h 1900-01-00 00:00:00 +0000
@@ -52,6 +52,8 @@
#include <cmath>
+namespace fastnoiselite{
+
class FastNoiseLite
{
public:
@@ -2583,4 +2585,5 @@
-0.7870349638f, 0.03447489231f, 0.6159443543f, 0, -0.2015596421f, 0.6859872284f, 0.6991389226f, 0, -0.08581082512f, -0.10920836f, -0.9903080513f, 0, 0.5532693395f, 0.7325250401f, -0.396610771f, 0, -0.1842489331f, -0.9777375055f, -0.1004076743f, 0, 0.0775473789f, -0.9111505856f, 0.4047110257f, 0, 0.1399838409f, 0.7601631212f, -0.6344734459f, 0, 0.4484419361f, -0.845289248f, 0.2904925424f, 0
};
-#endif
+}
+#endif // namespace fastnoiselite
@@ -295,7 +295,7 @@ public:
/// Noise output bounded between -1...1
/// </returns>
template <typename FNfloat>
- float GetNoise(FNfloat x, FNfloat y)
+ float GetNoise(FNfloat x, FNfloat y) const
{
Arguments_must_be_floating_point_values<FNfloat>();
@@ -321,7 +321,7 @@ public:
/// Noise output bounded between -1...1
/// </returns>
template <typename FNfloat>
- float GetNoise(FNfloat x, FNfloat y, FNfloat z)
+ float GetNoise(FNfloat x, FNfloat y, FNfloat z) const
{
Arguments_must_be_floating_point_values<FNfloat>();
@@ -350,7 +350,7 @@ public:
/// noise = GetNoise(x, y)</code>
/// </example>
template <typename FNfloat>
- void DomainWarp(FNfloat& x, FNfloat& y)
+ void DomainWarp(FNfloat& x, FNfloat& y) const
{
Arguments_must_be_floating_point_values<FNfloat>();
@@ -377,7 +377,7 @@ public:
/// noise = GetNoise(x, y, z)</code>
/// </example>
template <typename FNfloat>
- void DomainWarp(FNfloat& x, FNfloat& y, FNfloat& z)
+ void DomainWarp(FNfloat& x, FNfloat& y, FNfloat& z) const
{
Arguments_must_be_floating_point_values<FNfloat>();
@@ -528,7 +528,7 @@ private:
}
- float GradCoord(int seed, int xPrimed, int yPrimed, float xd, float yd)
+ float GradCoord(int seed, int xPrimed, int yPrimed, float xd, float yd) const
{
int hash = Hash(seed, xPrimed, yPrimed);
hash ^= hash >> 15;
@@ -541,7 +541,7 @@ private:
}
- float GradCoord(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd)
+ float GradCoord(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd) const
{
int hash = Hash(seed, xPrimed, yPrimed, zPrimed);
hash ^= hash >> 15;
@@ -555,7 +555,7 @@ private:
}
- void GradCoordOut(int seed, int xPrimed, int yPrimed, float& xo, float& yo)
+ void GradCoordOut(int seed, int xPrimed, int yPrimed, float& xo, float& yo) const
{
int hash = Hash(seed, xPrimed, yPrimed) & (255 << 1);
@@ -564,7 +564,7 @@ private:
}
- void GradCoordOut(int seed, int xPrimed, int yPrimed, int zPrimed, float& xo, float& yo, float& zo)
+ void GradCoordOut(int seed, int xPrimed, int yPrimed, int zPrimed, float& xo, float& yo, float& zo) const
{
int hash = Hash(seed, xPrimed, yPrimed, zPrimed) & (255 << 2);
@@ -574,7 +574,7 @@ private:
}
- void GradCoordDual(int seed, int xPrimed, int yPrimed, float xd, float yd, float& xo, float& yo)
+ void GradCoordDual(int seed, int xPrimed, int yPrimed, float xd, float yd, float& xo, float& yo) const
{
int hash = Hash(seed, xPrimed, yPrimed);
int index1 = hash & (127 << 1);
@@ -592,7 +592,7 @@ private:
}
- void GradCoordDual(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd, float& xo, float& yo, float& zo)
+ void GradCoordDual(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd, float& xo, float& yo, float& zo) const
{
int hash = Hash(seed, xPrimed, yPrimed, zPrimed);
int index1 = hash & (63 << 2);
@@ -616,7 +616,7 @@ private:
// Generic noise gen
template <typename FNfloat>
- float GenNoiseSingle(int seed, FNfloat x, FNfloat y)
+ float GenNoiseSingle(int seed, FNfloat x, FNfloat y) const
{
switch (mNoiseType)
{
@@ -638,7 +638,7 @@ private:
}
template <typename FNfloat>
- float GenNoiseSingle(int seed, FNfloat x, FNfloat y, FNfloat z)
+ float GenNoiseSingle(int seed, FNfloat x, FNfloat y, FNfloat z) const
{
switch (mNoiseType)
{
@@ -663,7 +663,7 @@ private:
// Noise Coordinate Transforms (frequency, and possible skew or rotation)
template <typename FNfloat>
- void TransformNoiseCoordinate(FNfloat& x, FNfloat& y)
+ void TransformNoiseCoordinate(FNfloat& x, FNfloat& y) const
{
x *= mFrequency;
y *= mFrequency;
@@ -686,7 +686,7 @@ private:
}
template <typename FNfloat>
- void TransformNoiseCoordinate(FNfloat& x, FNfloat& y, FNfloat& z)
+ void TransformNoiseCoordinate(FNfloat& x, FNfloat& y, FNfloat& z) const
{
x *= mFrequency;
y *= mFrequency;
@@ -757,7 +757,7 @@ private:
// Domain Warp Coordinate Transforms
template <typename FNfloat>
- void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y)
+ void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y) const
{
switch (mDomainWarpType)
{
@@ -777,7 +777,7 @@ private:
}
template <typename FNfloat>
- void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y, FNfloat& z)
+ void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y, FNfloat& z) const
{
switch (mWarpTransformType3D)
{
@@ -844,7 +844,7 @@ private:
// Fractal FBm
template <typename FNfloat>
- float GenFractalFBm(FNfloat x, FNfloat y)
+ float GenFractalFBm(FNfloat x, FNfloat y) const
{
int seed = mSeed;
float sum = 0;
@@ -865,7 +865,7 @@ private:
}
template <typename FNfloat>
- float GenFractalFBm(FNfloat x, FNfloat y, FNfloat z)
+ float GenFractalFBm(FNfloat x, FNfloat y, FNfloat z) const
{
int seed = mSeed;
float sum = 0;
@@ -890,7 +890,7 @@ private:
// Fractal Ridged
template <typename FNfloat>
- float GenFractalRidged(FNfloat x, FNfloat y)
+ float GenFractalRidged(FNfloat x, FNfloat y) const
{
int seed = mSeed;
float sum = 0;
@@ -911,7 +911,7 @@ private:
}
template <typename FNfloat>
- float GenFractalRidged(FNfloat x, FNfloat y, FNfloat z)
+ float GenFractalRidged(FNfloat x, FNfloat y, FNfloat z) const
{
int seed = mSeed;
float sum = 0;
@@ -936,7 +936,7 @@ private:
// Fractal PingPong
template <typename FNfloat>
- float GenFractalPingPong(FNfloat x, FNfloat y)
+ float GenFractalPingPong(FNfloat x, FNfloat y) const
{
int seed = mSeed;
float sum = 0;
@@ -957,7 +957,7 @@ private:
}
template <typename FNfloat>
- float GenFractalPingPong(FNfloat x, FNfloat y, FNfloat z)
+ float GenFractalPingPong(FNfloat x, FNfloat y, FNfloat z) const
{
int seed = mSeed;
float sum = 0;
@@ -982,7 +982,7 @@ private:
// Simplex/OpenSimplex2 Noise
template <typename FNfloat>
- float SingleSimplex(int seed, FNfloat x, FNfloat y)
+ float SingleSimplex(int seed, FNfloat x, FNfloat y) const
{
// 2D OpenSimplex2 case uses the same algorithm as ordinary Simplex.
@@ -1053,7 +1053,7 @@ private:
}
template <typename FNfloat>
- float SingleOpenSimplex2(int seed, FNfloat x, FNfloat y, FNfloat z)
+ float SingleOpenSimplex2(int seed, FNfloat x, FNfloat y, FNfloat z) const
{
// 3D OpenSimplex2 case uses two offset rotated cube grids.
@@ -1155,7 +1155,7 @@ private:
// OpenSimplex2S Noise
template <typename FNfloat>
- float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y)
+ float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y) const
{
// 2D OpenSimplex2S case is a modified 2D simplex noise.
@@ -1286,7 +1286,7 @@ private:
}
template <typename FNfloat>
- float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y, FNfloat z)
+ float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y, FNfloat z) const
{
// 3D OpenSimplex2S case uses two offset rotated cube grids.
@@ -1482,7 +1482,7 @@ private:
// Cellular Noise
template <typename FNfloat>
- float SingleCellular(int seed, FNfloat x, FNfloat y)
+ float SingleCellular(int seed, FNfloat x, FNfloat y) const
{
int xr = FastRound(x);
int yr = FastRound(y);
@@ -1612,7 +1612,7 @@ private:
}
template <typename FNfloat>
- float SingleCellular(int seed, FNfloat x, FNfloat y, FNfloat z)
+ float SingleCellular(int seed, FNfloat x, FNfloat y, FNfloat z) const
{
int xr = FastRound(x);
int yr = FastRound(y);
@@ -1769,7 +1769,7 @@ private:
// Perlin Noise
template <typename FNfloat>
- float SinglePerlin(int seed, FNfloat x, FNfloat y)
+ float SinglePerlin(int seed, FNfloat x, FNfloat y) const
{
int x0 = FastFloor(x);
int y0 = FastFloor(y);
@@ -1794,7 +1794,7 @@ private:
}
template <typename FNfloat>
- float SinglePerlin(int seed, FNfloat x, FNfloat y, FNfloat z)
+ float SinglePerlin(int seed, FNfloat x, FNfloat y, FNfloat z) const
{
int x0 = FastFloor(x);
int y0 = FastFloor(y);
@@ -1833,7 +1833,7 @@ private:
// Value Cubic Noise
template <typename FNfloat>
- float SingleValueCubic(int seed, FNfloat x, FNfloat y)
+ float SingleValueCubic(int seed, FNfloat x, FNfloat y) const
{
int x1 = FastFloor(x);
int y1 = FastFloor(y);
@@ -1863,7 +1863,7 @@ private:
}
template <typename FNfloat>
- float SingleValueCubic(int seed, FNfloat x, FNfloat y, FNfloat z)
+ float SingleValueCubic(int seed, FNfloat x, FNfloat y, FNfloat z) const
{
int x1 = FastFloor(x);
int y1 = FastFloor(y);
@@ -1920,7 +1920,7 @@ private:
// Value Noise
template <typename FNfloat>
- float SingleValue(int seed, FNfloat x, FNfloat y)
+ float SingleValue(int seed, FNfloat x, FNfloat y) const
{
int x0 = FastFloor(x);
int y0 = FastFloor(y);
@@ -1940,7 +1940,7 @@ private:
}
template <typename FNfloat>
- float SingleValue(int seed, FNfloat x, FNfloat y, FNfloat z)
+ float SingleValue(int seed, FNfloat x, FNfloat y, FNfloat z) const
{
int x0 = FastFloor(x);
int y0 = FastFloor(y);
@@ -1972,7 +1972,7 @@ private:
// Domain Warp
template <typename FNfloat>
- void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr)
+ void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr) const
{
switch (mDomainWarpType)
{
@@ -1989,7 +1989,7 @@ private:
}
template <typename FNfloat>
- void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr)
+ void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr) const
{
switch (mDomainWarpType)
{
@@ -2009,7 +2009,7 @@ private:
// Domain Warp Single Wrapper
template <typename FNfloat>
- void DomainWarpSingle(FNfloat& x, FNfloat& y)
+ void DomainWarpSingle(FNfloat& x, FNfloat& y) const
{
int seed = mSeed;
float amp = mDomainWarpAmp * mFractalBounding;
@@ -2023,7 +2023,7 @@ private:
}
template <typename FNfloat>
- void DomainWarpSingle(FNfloat& x, FNfloat& y, FNfloat& z)
+ void DomainWarpSingle(FNfloat& x, FNfloat& y, FNfloat& z) const
{
int seed = mSeed;
float amp = mDomainWarpAmp * mFractalBounding;
@@ -2041,7 +2041,7 @@ private:
// Domain Warp Fractal Progressive
template <typename FNfloat>
- void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y)
+ void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y) const
{
int seed = mSeed;
float amp = mDomainWarpAmp * mFractalBounding;
@@ -2062,7 +2062,7 @@ private:
}
template <typename FNfloat>
- void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y, FNfloat& z)
+ void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y, FNfloat& z) const
{
int seed = mSeed;
float amp = mDomainWarpAmp * mFractalBounding;
@@ -2087,7 +2087,7 @@ private:
// Domain Warp Fractal Independant
template <typename FNfloat>
- void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y)
+ void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y) const
{
FNfloat xs = x;
FNfloat ys = y;
@@ -2108,7 +2108,7 @@ private:
}
template <typename FNfloat>
- void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y, FNfloat& z)
+ void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y, FNfloat& z) const
{
FNfloat xs = x;
FNfloat ys = y;
@@ -2133,7 +2133,7 @@ private:
// Domain Warp Basic Grid
template <typename FNfloat>
- void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr)
+ void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr) const
{
FNfloat xf = x * frequency;
FNfloat yf = y * frequency;
@@ -2166,7 +2166,7 @@ private:
}
template <typename FNfloat>
- void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr)
+ void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr) const
{
FNfloat xf = x * frequency;
FNfloat yf = y * frequency;
@@ -2228,7 +2228,7 @@ private:
// Domain Warp Simplex/OpenSimplex2
template <typename FNfloat>
- void SingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr, bool outGradOnly)
+ void SingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr, bool outGradOnly) const
{
const float SQRT3 = 1.7320508075688772935274463415059f;
const float G2 = (3 - SQRT3) / 6;
@@ -2326,7 +2326,7 @@ private:
}
template <typename FNfloat>
- void SingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr, bool outGradOnly)
+ void SingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr, bool outGradOnly) const
{
x *= frequency;
y *= frequency;
@@ -1611,6 +1611,12 @@ private:
}
}
+// GCC raises warnings when integer overflows occur, which are needed for hashing here.
+#if defined(__GNUC__) && !defined(__clang__)
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Waggressive-loop-optimizations"
+#endif
+
template <typename FNfloat>
float SingleCellular(int seed, FNfloat x, FNfloat y, FNfloat z) const
{
@@ -1765,6 +1771,9 @@ private:
}
}
+#if defined(__GNUC__) && !defined(__clang__)
+#pragma GCC diagnostic pop
+#endif
// Perlin Noise

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@ -0,0 +1,43 @@
diff --git a/thirdparty/noise/FastNoiseLite.h b/thirdparty/noise/FastNoiseLite.h
index ed97b0fcac..fb6dbcb92a 100644
--- a/thirdparty/noise/FastNoiseLite.h
+++ b/thirdparty/noise/FastNoiseLite.h
@@ -52,6 +52,8 @@
#include <cmath>
+namespace fastnoiselite {
+
class FastNoiseLite
{
public:
@@ -1609,6 +1611,12 @@ private:
}
}
+// GCC raises warnings when integer overflows occur, which are needed for hashing here.
+#if defined(__GNUC__) && !defined(__clang__)
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Waggressive-loop-optimizations"
+#endif
+
template <typename FNfloat>
float SingleCellular(int seed, FNfloat x, FNfloat y, FNfloat z) const
{
@@ -1763,6 +1771,9 @@ private:
}
}
+#if defined(__GNUC__) && !defined(__clang__)
+#pragma GCC diagnostic pop
+#endif
// Perlin Noise
@@ -2583,4 +2594,6 @@ const T FastNoiseLite::Lookup<T>::RandVecs3D[] =
-0.7870349638f, 0.03447489231f, 0.6159443543f, 0, -0.2015596421f, 0.6859872284f, 0.6991389226f, 0, -0.08581082512f, -0.10920836f, -0.9903080513f, 0, 0.5532693395f, 0.7325250401f, -0.396610771f, 0, -0.1842489331f, -0.9777375055f, -0.1004076743f, 0, 0.0775473789f, -0.9111505856f, 0.4047110257f, 0, 0.1399838409f, 0.7601631212f, -0.6344734459f, 0, 0.4484419361f, -0.845289248f, 0.2904925424f, 0
};
+} // namespace fastnoiselite
+
#endif