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authorAntony Riakiotakis <kalast@gmail.com>2014-07-11 20:17:29 +0400
committerCampbell Barton <ideasman42@gmail.com>2014-07-12 13:51:18 +0400
commit638c1e19beddac97816c01471b88f5d5056d11ac (patch)
treeec3c6c7840b096e2b4b63f1d610eac20256c45e5
parenta4b24a64a2aafaeff5454a282b8d522fed7cc153 (diff)
Another attempt for T40981, clipping border does not work with GLSL on
ATIs. This is actually a test to see if this can be enabled on ATI cards. According to various sources, newer ATI cards supporting GLSL 3.0 support gl_ClippingDistance in shaders, which is the forward compatible way to do custom clipping. This fix will bind 6 additional varying variables on ATIs, which may lead to some shaders not compiling due to limiting out of those variables, or to performance degradation. Also I do not have an ATI handy to test. Having those in mind, this commit may well be reverted later. Clipping planes are usually 4 (6 is for cube clipping), but making shaders depend on viewport state is really bad, and would lead to recompilation, so I took the worst case here to avoid that. Hopefully driver does some optimization there.
-rw-r--r--source/blender/gpu/intern/gpu_extensions.c55
-rw-r--r--source/blender/gpu/shaders/gpu_shader_simple_vert.glsl12
-rw-r--r--source/blender/gpu/shaders/gpu_shader_vertex.glsl12
3 files changed, 59 insertions, 20 deletions
diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c
index a4fddb3d47c..fc794f91c43 100644
--- a/source/blender/gpu/intern/gpu_extensions.c
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -58,6 +58,8 @@
# include "BLI_winstuff.h"
#endif
+#define MAX_DEFINE_LENGTH 72
+
/* Extensions support */
/* extensions used:
@@ -1187,29 +1189,44 @@ static void shader_print_errors(const char *task, char *log, const char *code)
fprintf(stderr, "%s\n", log);
}
+static const char *gpu_shader_version(void)
+{
+ /* turn on glsl 1.30 for bicubic bump mapping and ATI clipping support */
+ if (GLEW_VERSION_3_0 &&
+ (GPU_bicubic_bump_support() || GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)))
+ {
+ return "#version 130\n";
+ }
+
+ return "";
+}
+
+
static const char *gpu_shader_standard_extensions(void)
{
/* need this extensions for high quality bump mapping */
- if (GPU_bicubic_bump_support()) {
- return "#version 130\n"
- "#extension GL_ARB_texture_query_lod: enable\n"
- "#define BUMP_BICUBIC\n";
- }
+ if (GPU_bicubic_bump_support())
+ return "#extension GL_ARB_texture_query_lod: enable\n";
return "";
}
-static const char *gpu_shader_standard_defines(void)
+static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH])
{
/* some useful defines to detect GPU type */
- if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY))
- return "#define GPU_ATI\n";
+ if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
+ strcat(defines, "#define GPU_ATI\n");
+ if (GLEW_VERSION_3_0)
+ strcat(defines, "#define CLIP_WORKAROUND");
+ }
else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY))
- return "#define GPU_NVIDIA\n";
+ strcat(defines, "#define GPU_NVIDIA\n");
else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY))
- return "#define GPU_INTEL\n";
-
- return "";
+ strcat(defines, "#define GPU_INTEL\n");
+
+ if (GPU_bicubic_bump_support())
+ strcat(defines, "#define BUMP_BICUBIC\n");
+ return;
}
GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const char *libcode, const char *defines)
@@ -1218,6 +1235,7 @@ GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const
GLcharARB log[5000];
GLsizei length = 0;
GPUShader *shader;
+ char standard_defines[MAX_DEFINE_LENGTH] = "";
if (!GLEW_ARB_vertex_shader || !GLEW_ARB_fragment_shader)
return NULL;
@@ -1239,12 +1257,16 @@ GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const
return NULL;
}
+ gpu_shader_standard_defines(standard_defines);
+
if (vertexcode) {
- const char *source[4];
+ const char *source[5];
+ /* custom limit, may be too small, beware */
int num_source = 0;
+ source[num_source++] = gpu_shader_version();
source[num_source++] = gpu_shader_standard_extensions();
- source[num_source++] = gpu_shader_standard_defines();
+ source[num_source++] = standard_defines;
if (defines) source[num_source++] = defines;
if (vertexcode) source[num_source++] = vertexcode;
@@ -1265,11 +1287,12 @@ GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const
}
if (fragcode) {
- const char *source[5];
+ const char *source[6];
int num_source = 0;
+ source[num_source++] = gpu_shader_version();
source[num_source++] = gpu_shader_standard_extensions();
- source[num_source++] = gpu_shader_standard_defines();
+ source[num_source++] = standard_defines;
if (defines) source[num_source++] = defines;
if (libcode) source[num_source++] = libcode;
diff --git a/source/blender/gpu/shaders/gpu_shader_simple_vert.glsl b/source/blender/gpu/shaders/gpu_shader_simple_vert.glsl
index 830dbec75e2..e094f22637b 100644
--- a/source/blender/gpu/shaders/gpu_shader_simple_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_simple_vert.glsl
@@ -15,6 +15,10 @@ varying vec4 varying_vertex_color;
varying vec2 varying_texture_coord;
#endif
+#ifdef CLIP_WORKAROUND
+varying float gl_ClipDistance[6];
+#endif
+
void main()
{
vec4 co = gl_ModelViewMatrix * gl_Vertex;
@@ -29,10 +33,14 @@ void main()
gl_Position = gl_ProjectionMatrix * co;
-#ifndef GPU_ATI
+#ifdef CLIP_WORKAROUND
+ int i;
+ for(i = 0; i < 6; i++)
+ gl_ClipDistance[i] = dot(co, gl_ClipPlane[i]);
+#else
// Setting gl_ClipVertex is necessary to get glClipPlane working on NVIDIA
// graphic cards, while on ATI it can cause a software fallback.
- gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;
+ gl_ClipVertex = co;
#endif
#ifdef USE_COLOR
diff --git a/source/blender/gpu/shaders/gpu_shader_vertex.glsl b/source/blender/gpu/shaders/gpu_shader_vertex.glsl
index 159e531eb44..96ce00e214f 100644
--- a/source/blender/gpu/shaders/gpu_shader_vertex.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_vertex.glsl
@@ -2,6 +2,10 @@
varying vec3 varposition;
varying vec3 varnormal;
+#ifdef CLIP_WORKAROUND
+varying float gl_ClipDistance[6];
+#endif
+
void main()
{
vec4 co = gl_ModelViewMatrix * gl_Vertex;
@@ -10,9 +14,13 @@ void main()
varnormal = normalize(gl_NormalMatrix * gl_Normal);
gl_Position = gl_ProjectionMatrix * co;
-#ifndef GPU_ATI
+#ifdef CLIP_WORKAROUND
+ int i;
+ for(i = 0; i < 6; i++)
+ gl_ClipDistance[i] = dot(co, gl_ClipPlane[i]);
+#else
// Setting gl_ClipVertex is necessary to get glClipPlane working on NVIDIA
// graphic cards, while on ATI it can cause a software fallback.
- gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;
+ gl_ClipVertex = co;
#endif