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authorSergey Sharybin <sergey.vfx@gmail.com>2016-05-20 23:54:27 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-05-20 23:54:27 +0300
commitf5a4beffdd7aaf4669d4fc5f38ac5fb8691720fb (patch)
treecf301abb24e8198c786ed099a4d848076b917a9a
parent79d69bb9e35b0a438878fea57e8a5470e09a71c0 (diff)
Fix GLSL shader failing to compile on OSX
Bit operations are not supported on legacy profile of OSX.
-rw-r--r--source/blender/gpu/intern/gpu_shader.c4
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl21
2 files changed, 25 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 49f244083f9..25352001056 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -205,6 +205,10 @@ static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH],
if (GPU_bicubic_bump_support())
strcat(defines, "#define BUMP_BICUBIC\n");
+ if (GLEW_VERSION_3_0) {
+ strcat(defines, "#define BIT_OPERATIONS\n");
+ }
+
#ifdef WITH_OPENSUBDIV
/* TODO(sergey): Check whether we actually compiling shader for
* the OpenSubdiv mesh.
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 6197b6fe7fb..dea5b994e74 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2329,6 +2329,7 @@ int floor_to_int(float x)
return int(floor(x));
}
+#ifdef BIT_OPERATIONS
uint hash(uint kx, uint ky, uint kz)
{
#define rot(x,k) (((x)<<(k)) | ((x)>>(32-(k))))
@@ -2384,6 +2385,7 @@ vec3 cellnoise_color(vec3 p)
return vec3(r, g, b);
}
+#endif // BIT_OPERATIONS
float floorfrac(float x, out int i)
{
@@ -2879,6 +2881,7 @@ void node_tex_musgrave(vec3 co, float scale, float detail, float dimension, floa
fac = 1.0;
}
+#ifdef BIT_OPERATIONS
float noise_fade(float t)
{
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
@@ -2964,9 +2967,11 @@ float noise_turbulence(vec3 p, float octaves, int hard)
return sum;
}
}
+#endif // BIT_OPERATIONS
void node_tex_noise(vec3 co, float scale, float detail, float distortion, out vec4 color, out float fac)
{
+#ifdef BIT_OPERATIONS
vec3 p = co * scale;
int hard = 0;
if (distortion != 0.0) {
@@ -2982,6 +2987,10 @@ void node_tex_noise(vec3 co, float scale, float detail, float distortion, out ve
noise_turbulence(vec3(p.y, p.x, p.z), detail, hard),
noise_turbulence(vec3(p.y, p.z, p.x), detail, hard),
1);
+#else // BIT_OPERATIONS
+ color = vec4(1.0);
+ fac = 1.0;
+#endif // BIT_OPERATIONS
}
void node_tex_sky(vec3 co, out vec4 color)
@@ -2991,6 +3000,7 @@ void node_tex_sky(vec3 co, out vec4 color)
void node_tex_voronoi(vec3 co, float scale, float coloring, out vec4 color, out float fac)
{
+#ifdef BIT_OPERATIONS
vec3 p = co * scale;
int xx, yy, zz, xi, yi, zi;
float da[4];
@@ -3055,8 +3065,13 @@ void node_tex_voronoi(vec3 co, float scale, float coloring, out vec4 color, out
color = vec4(cellnoise_color(pa[0]), 1);
fac = (color.x + color.y + color.z) * (1.0 / 3.0);
}
+#else // BIT_OPERATIONS
+ color = vec4(1.0);
+ fac = 1.0;
+#endif // BIT_OPERATIONS
}
+#ifdef BIT_OPERATIONS
float calc_wave(vec3 p, float distortion, float detail, float detail_scale, int wave_type, int wave_profile)
{
float n;
@@ -3078,14 +3093,20 @@ float calc_wave(vec3 p, float distortion, float detail, float detail_scale, int
return (n < 0.0)? n + 1.0: n;
}
}
+#endif // BIT_OPERATIONS
void node_tex_wave(vec3 co, float scale, float distortion, float detail, float detail_scale, float wave_type, float wave_profile, out vec4 color, out float fac)
{
+#ifdef BIT_OPERATIONS
float f;
f = calc_wave(co*scale, distortion, detail, detail_scale, int(wave_type), int(wave_profile));
color = vec4(f, f, f, 1.0);
fac = f;
+#else // BIT_OPERATIONS
+ color = vec4(1.0);
+ fac = 1;
+#endif // BIT_OPERATIONS
}
/* light path */