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CompoGenNether: Fixed different data produced in Linux Release builds.

This commit is contained in:
Mattes D 2019-09-07 11:04:19 +02:00
parent d8d1e6e1d2
commit f50c6735f8

View File

@ -246,16 +246,12 @@ void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc:
// Interpolate the lowest floor:
for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++)
{
//*
FloorLo[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
// We need to store the intermediate result in a volatile variable, otherwise gcc -O2 optimizes
// through the undefined behavior in cNoise and produces different data than the other platforms / build types (#4384)
volatile int intermediate =
m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, 0, BaseZ + INTERPOL_Z * z) *
m_Noise2.IntNoise3DInt(BaseX + INTERPOL_X * x, 0, BaseZ + INTERPOL_Z * z) /
256;
//*/
/*
FloorLo[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, 0, BaseZ + INTERPOL_Z * z) / 256;
//*/
m_Noise2.IntNoise3DInt(BaseX + INTERPOL_X * x, 0, BaseZ + INTERPOL_Z * z);
FloorLo[INTERPOL_X * x + 17 * INTERPOL_Z * z] = intermediate / 256;
} // for x, z - FloorLo[]
LinearUpscale2DArrayInPlace<17, 17, INTERPOL_X, INTERPOL_Z>(FloorLo);
@ -265,16 +261,12 @@ void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc:
// First update the high floor:
for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++)
{
//*
FloorHi[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
// We need to store the intermediate result in a volatile variable, otherwise gcc -O2 optimizes
// through the undefined behavior in cNoise and produces different data than the other platforms / build types (#4384)
volatile int intermediate =
m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) *
m_Noise2.IntNoise3DInt(BaseX + INTERPOL_Z * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) /
256;
//*/
/*
FloorHi[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) / 256;
//*/
m_Noise2.IntNoise3DInt(BaseX + INTERPOL_Z * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z);
FloorHi[INTERPOL_X * x + 17 * INTERPOL_Z * z] = intermediate / 256;
} // for x, z - FloorLo[]
LinearUpscale2DArrayInPlace<17, 17, INTERPOL_X, INTERPOL_Z>(FloorHi);
@ -287,7 +279,7 @@ void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc:
for (int y = 0; y < SEGMENT_HEIGHT; y++)
{
int Val = Lo + (Hi - Lo) * y / SEGMENT_HEIGHT;
if (Val < Threshold) // Don't calculate if the block should be Netherrack when it's already decided that it's air.
if (Val < Threshold)
{
a_ChunkDesc.SetBlockType(x, y + Segment, z, E_BLOCK_NETHERRACK);
}
@ -298,7 +290,7 @@ void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc:
std::swap(FloorLo, FloorHi);
}
// Bedrock at the bottom and at the top:
// Bedrock at the bottom and at the top, cover ceiling with netherrack:
for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++)
{
a_ChunkDesc.SetBlockType(x, 0, z, E_BLOCK_BEDROCK);