diff options
author | Jason Fielder <jason_apple> | 2022-04-14 12:47:52 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-04-14 12:49:18 +0300 |
commit | b0dc3aff2c73f2a1b65406dcb7fe73c95b9485ed (patch) | |
tree | 29642f7e85e2f5189549c1710854c421463a2e0d /source/blender/draw/engines/eevee | |
parent | d62f443f2d0b464131f77f770f9aa19d81164f0c (diff) |
Metal: GLSL shader compatibility 3rd pass
Undefined behaviour for divergent control-flow fixes, replacement for partial vector references, and resolution of a number of calculation precision issues occuring on macOS.
Authored by Apple: Michael Parkin-White
Ref: T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D14437
Diffstat (limited to 'source/blender/draw/engines/eevee')
3 files changed, 11 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl index d25ef23a706..681e69ae384 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl @@ -15,7 +15,6 @@ uniform float visibilityRange; uniform float visibilityBlur; uniform float sampleCount; -uniform float; out vec4 FragColor; diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl index 9f1afc4767c..4ff42892f7d 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl @@ -44,8 +44,13 @@ void main() volumeObjectLocalCoord = (volumeObjectToTexture * vec4(volumeObjectLocalCoord, 1.0)).xyz; if (any(lessThan(volumeObjectLocalCoord, vec3(0.0))) || - any(greaterThan(volumeObjectLocalCoord, vec3(1.0)))) + any(greaterThan(volumeObjectLocalCoord, vec3(1.0)))) { + /* Note: Discard is not an explicit return in Metal prior to versions 2.3. + * adding return after discard ensures consistent behaviour and avoids GPU + * side-effects where control flow continues with undefined values. */ discard; + return; + } #endif #ifdef CLEAR diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl index 11f57c0a82e..527bbd18896 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl @@ -70,7 +70,11 @@ void main() vec3 Tr = exp(-s_extinction * s_len); /* integrate along the current step segment */ - Lscat = (Lscat - Lscat * Tr) / max(vec3(1e-8), s_extinction); + /* Note: Original calculation carries precision issues when compiling for AMD GPUs + * and running Metal. This version of the equation retains precision well for all + * macOS HW configurations. */ + Lscat = (Lscat * (1.0f - Tr)) / max(vec3(1e-8), s_extinction); + /* accumulate and also take into account the transmittance from previous steps */ finalScattering += finalTransmittance * Lscat; |