diff options
author | Jason Fielder <jason_apple> | 2022-09-22 18:52:44 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2022-09-22 18:53:56 +0300 |
commit | 18b45aabf91ad0a407e8c7cd16c5503e7a99d6fa (patch) | |
tree | c4b5a1db3ec5bab9f1d9f1038d131f398046506a /source/blender/draw/engines/overlay | |
parent | 1514e1a5b7e15ec0c11cd40c2b9389982bd5d00e (diff) |
Metal: GLSL shader compatibility changes for global uniform and interface name collision.
For the Metal shader translation support for shader-global uniforms are remapped via macro's, and in such cases where a uniform name matches a vertex attribute name, compilation errors will occur due to this injected syntax being incompatible with the immediate code.
Also adding source-level function interface alternatives where sized arrays are passed in. These are not supported directly in Metal shading language and are instead handled as pointers. These pointers require explicit address-space qualifiers in some cases, if device/constant address space memory is passed into the function.
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15898
Diffstat (limited to 'source/blender/draw/engines/overlay')
18 files changed, 36 insertions, 36 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_armature.cc b/source/blender/draw/engines/overlay/overlay_armature.cc index 1e10fc7cd20..494fd3739d7 100644 --- a/source/blender/draw/engines/overlay/overlay_armature.cc +++ b/source/blender/draw/engines/overlay/overlay_armature.cc @@ -140,11 +140,11 @@ void OVERLAY_armature_cache_init(OVERLAY_Data *vedata) pd->armature_bone_select_act_grp = grp = DRW_shgroup_create(sh, psl->armature_bone_select_ps); float4 color = {0.0f, 0.0f, 0.0f, alpha}; - DRW_shgroup_uniform_vec4_copy(grp, "color", color); + DRW_shgroup_uniform_vec4_copy(grp, "ucolor", color); pd->armature_bone_select_grp = grp = DRW_shgroup_create(sh, psl->armature_bone_select_ps); color = {0.0f, 0.0f, 0.0f, powf(alpha, 4)}; - DRW_shgroup_uniform_vec4_copy(grp, "color", color); + DRW_shgroup_uniform_vec4_copy(grp, "ucolor", color); } for (int i = 0; i < 2; i++) { diff --git a/source/blender/draw/engines/overlay/overlay_background.cc b/source/blender/draw/engines/overlay/overlay_background.cc index e8bae74c70a..2442efc033e 100644 --- a/source/blender/draw/engines/overlay/overlay_background.cc +++ b/source/blender/draw/engines/overlay/overlay_background.cc @@ -89,7 +89,7 @@ void OVERLAY_background_cache_init(OVERLAY_Data *vedata) GPUShader *sh = OVERLAY_shader_clipbound(); DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->clipping_frustum_ps); - DRW_shgroup_uniform_vec4_copy(grp, "color", G_draw.block.color_clipping_border); + DRW_shgroup_uniform_vec4_copy(grp, "ucolor", G_draw.block.color_clipping_border); DRW_shgroup_uniform_vec3(grp, "boundbox", &bb->vec[0][0], 8); struct GPUBatch *cube = DRW_cache_cube_get(); diff --git a/source/blender/draw/engines/overlay/overlay_edit_text.cc b/source/blender/draw/engines/overlay/overlay_edit_text.cc index f541619ccdd..ebadaa530e4 100644 --- a/source/blender/draw/engines/overlay/overlay_edit_text.cc +++ b/source/blender/draw/engines/overlay/overlay_edit_text.cc @@ -37,7 +37,7 @@ void OVERLAY_edit_text_cache_init(OVERLAY_Data *vedata) sh = OVERLAY_shader_uniform_color(); pd->edit_text_wire_grp[i] = grp = DRW_shgroup_create(sh, psl->edit_text_wire_ps[i]); - DRW_shgroup_uniform_vec4_copy(grp, "color", G_draw.block.color_wire); + DRW_shgroup_uniform_vec4_copy(grp, "ucolor", G_draw.block.color_wire); } { /* Cursor (text caret). */ @@ -45,14 +45,14 @@ void OVERLAY_edit_text_cache_init(OVERLAY_Data *vedata) DRW_PASS_CREATE(psl->edit_text_cursor_ps, state | pd->clipping_state); sh = OVERLAY_shader_uniform_color(); pd->edit_text_cursor_grp = grp = DRW_shgroup_create(sh, psl->edit_text_cursor_ps); - DRW_shgroup_uniform_vec4(grp, "color", pd->edit_text.cursor_color, 1); + DRW_shgroup_uniform_vec4(grp, "ucolor", pd->edit_text.cursor_color, 1); /* Selection boxes. */ state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA; DRW_PASS_CREATE(psl->edit_text_selection_ps, state | pd->clipping_state); sh = OVERLAY_shader_uniform_color(); pd->edit_text_selection_grp = grp = DRW_shgroup_create(sh, psl->edit_text_selection_ps); - DRW_shgroup_uniform_vec4(grp, "color", pd->edit_text.selection_color, 1); + DRW_shgroup_uniform_vec4(grp, "ucolor", pd->edit_text.selection_color, 1); /* Highlight text within selection boxes. */ state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA | DRW_STATE_DEPTH_GREATER_EQUAL | diff --git a/source/blender/draw/engines/overlay/overlay_edit_uv.cc b/source/blender/draw/engines/overlay/overlay_edit_uv.cc index c173201b271..25fa25c611d 100644 --- a/source/blender/draw/engines/overlay/overlay_edit_uv.cc +++ b/source/blender/draw/engines/overlay/overlay_edit_uv.cc @@ -116,10 +116,10 @@ void OVERLAY_edit_uv_init(OVERLAY_Data *vedata) const bool show_modified_uvs = sima->flag & SI_DRAWSHADOW; const bool is_tiled_image = image && (image->source == IMA_SRC_TILED); const bool do_edges_only = (ts->uv_flag & UV_SYNC_SELECTION) ? - /* NOTE: Ignore #SCE_SELECT_EDGE because a single selected edge - * on the mesh may cause single UV vertices to be selected. */ - false : - (ts->uv_selectmode == UV_SELECT_EDGE); + /* NOTE: Ignore #SCE_SELECT_EDGE because a single selected edge + * on the mesh may cause single UV vertices to be selected. */ + false : + (ts->uv_selectmode == UV_SELECT_EDGE); const bool do_faces = ((sima->flag & SI_NO_DRAWFACES) == 0); const bool do_face_dots = (ts->uv_flag & UV_SYNC_SELECTION) ? (ts->selectmode & SCE_SELECT_FACE) != 0 : @@ -301,7 +301,7 @@ void OVERLAY_edit_uv_cache_init(OVERLAY_Data *vedata) srgb_to_linearrgb_v4(selected_color, selected_color); DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->edit_uv_tiled_image_borders_ps); - DRW_shgroup_uniform_vec4_copy(grp, "color", theme_color); + DRW_shgroup_uniform_vec4_copy(grp, "ucolor", theme_color); const float3 offset = {0.0f, 0.0f, 0.0f}; DRW_shgroup_uniform_vec3_copy(grp, "offset", offset); diff --git a/source/blender/draw/engines/overlay/overlay_extra.cc b/source/blender/draw/engines/overlay/overlay_extra.cc index 3e9855720b3..f0665f7e90f 100644 --- a/source/blender/draw/engines/overlay/overlay_extra.cc +++ b/source/blender/draw/engines/overlay/overlay_extra.cc @@ -195,23 +195,23 @@ void OVERLAY_extra_cache_init(OVERLAY_Data *vedata) DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); grp_sub = DRW_shgroup_create_sub(grp); - DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.color_active); + DRW_shgroup_uniform_vec4_copy(grp_sub, "ucolor", G_draw.block.color_active); cb->center_active = BUF_POINT(grp_sub, format); grp_sub = DRW_shgroup_create_sub(grp); - DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.color_select); + DRW_shgroup_uniform_vec4_copy(grp_sub, "ucolor", G_draw.block.color_select); cb->center_selected = BUF_POINT(grp_sub, format); grp_sub = DRW_shgroup_create_sub(grp); - DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.color_deselect); + DRW_shgroup_uniform_vec4_copy(grp_sub, "ucolor", G_draw.block.color_deselect); cb->center_deselected = BUF_POINT(grp_sub, format); grp_sub = DRW_shgroup_create_sub(grp); - DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.color_library_select); + DRW_shgroup_uniform_vec4_copy(grp_sub, "ucolor", G_draw.block.color_library_select); cb->center_selected_lib = BUF_POINT(grp_sub, format); grp_sub = DRW_shgroup_create_sub(grp); - DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.color_library); + DRW_shgroup_uniform_vec4_copy(grp_sub, "ucolor", G_draw.block.color_library); cb->center_deselected_lib = BUF_POINT(grp_sub, format); } } diff --git a/source/blender/draw/engines/overlay/overlay_fade.cc b/source/blender/draw/engines/overlay/overlay_fade.cc index 138226c3e2e..ee5540d91eb 100644 --- a/source/blender/draw/engines/overlay/overlay_fade.cc +++ b/source/blender/draw/engines/overlay/overlay_fade.cc @@ -36,7 +36,7 @@ void OVERLAY_fade_cache_init(OVERLAY_Data *vedata) if (draw_ctx->v3d->shading.background_type == V3D_SHADING_BACKGROUND_THEME) { srgb_to_linearrgb_v4(color, color); } - DRW_shgroup_uniform_vec4_copy(pd->fade_grp[i], "color", color); + DRW_shgroup_uniform_vec4_copy(pd->fade_grp[i], "ucolor", color); } if (!pd->use_in_front) { diff --git a/source/blender/draw/engines/overlay/overlay_grid.cc b/source/blender/draw/engines/overlay/overlay_grid.cc index 89fc6ec2eb7..d1958205a10 100644 --- a/source/blender/draw/engines/overlay/overlay_grid.cc +++ b/source/blender/draw/engines/overlay/overlay_grid.cc @@ -290,7 +290,7 @@ void OVERLAY_grid_cache_init(OVERLAY_Data *ved) /* add wire border */ GPUShader *sh = OVERLAY_shader_grid_image(); DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->grid_ps); - DRW_shgroup_uniform_vec4_copy(grp, "color", theme_color); + DRW_shgroup_uniform_vec4_copy(grp, "ucolor", theme_color); unit_m4(mat); for (int x = 0; x < grid->size[0]; x++) { mat[3][0] = x; diff --git a/source/blender/draw/engines/overlay/overlay_image.cc b/source/blender/draw/engines/overlay/overlay_image.cc index dff30eed620..47587319098 100644 --- a/source/blender/draw/engines/overlay/overlay_image.cc +++ b/source/blender/draw/engines/overlay/overlay_image.cc @@ -349,7 +349,7 @@ void OVERLAY_image_camera_cache_populate(OVERLAY_Data *vedata, Object *ob) DRW_shgroup_uniform_bool_copy(grp, "imgAlphaBlend", true); DRW_shgroup_uniform_bool_copy(grp, "isCameraBackground", true); DRW_shgroup_uniform_bool_copy(grp, "depthSet", true); - DRW_shgroup_uniform_vec4_copy(grp, "color", color_premult_alpha); + DRW_shgroup_uniform_vec4_copy(grp, "ucolor", color_premult_alpha); DRW_shgroup_call_obmat(grp, DRW_cache_quad_get(), mat); } } @@ -435,7 +435,7 @@ void OVERLAY_image_empty_cache_populate(OVERLAY_Data *vedata, Object *ob) DRW_shgroup_uniform_bool_copy(grp, "imgAlphaBlend", use_alpha_blend); DRW_shgroup_uniform_bool_copy(grp, "isCameraBackground", false); DRW_shgroup_uniform_bool_copy(grp, "depthSet", depth_mode != OB_EMPTY_IMAGE_DEPTH_DEFAULT); - DRW_shgroup_uniform_vec4_copy(grp, "color", ob->color); + DRW_shgroup_uniform_vec4_copy(grp, "ucolor", ob->color); DRW_shgroup_call_obmat(grp, DRW_cache_quad_get(), mat); } } diff --git a/source/blender/draw/engines/overlay/overlay_mode_transfer.cc b/source/blender/draw/engines/overlay/overlay_mode_transfer.cc index d4bc5655da3..b312a12a07b 100644 --- a/source/blender/draw/engines/overlay/overlay_mode_transfer.cc +++ b/source/blender/draw/engines/overlay/overlay_mode_transfer.cc @@ -100,7 +100,7 @@ void OVERLAY_mode_transfer_cache_populate(OVERLAY_Data *vedata, Object *ob) UI_GetThemeColor3fv(TH_VERTEX_SELECT, color); color[3] = mode_transfer_alpha_for_animation_time_get(animation_time); srgb_to_linearrgb_v4(color, color); - DRW_shgroup_uniform_vec4_copy(mode_transfer_grp[i], "color", color); + DRW_shgroup_uniform_vec4_copy(mode_transfer_grp[i], "ucolor", color); } if (!pd->use_in_front) { diff --git a/source/blender/draw/engines/overlay/overlay_paint.cc b/source/blender/draw/engines/overlay/overlay_paint.cc index d2573d1db0b..b8f087a1460 100644 --- a/source/blender/draw/engines/overlay/overlay_paint.cc +++ b/source/blender/draw/engines/overlay/overlay_paint.cc @@ -168,7 +168,7 @@ void OVERLAY_paint_cache_init(OVERLAY_Data *vedata) sh = OVERLAY_shader_paint_face(); pd->paint_face_grp = grp = DRW_shgroup_create(sh, psl->paint_overlay_ps); const float4 color = {1.0f, 1.0f, 1.0f, 0.2f}; - DRW_shgroup_uniform_vec4_copy(grp, "color", color); + DRW_shgroup_uniform_vec4_copy(grp, "ucolor", color); DRW_shgroup_state_enable(grp, DRW_STATE_BLEND_ALPHA); sh = OVERLAY_shader_paint_wire(); diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_background_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_background_info.hh index 88a012c35c9..8bc15400248 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_background_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_background_info.hh @@ -15,7 +15,7 @@ GPU_SHADER_CREATE_INFO(overlay_background) GPU_SHADER_CREATE_INFO(overlay_clipbound) .do_static_compilation(true) - .push_constant(Type::VEC4, "color") + .push_constant(Type::VEC4, "ucolor") .push_constant(Type::VEC3, "boundbox", 8) .vertex_source("overlay_clipbound_vert.glsl") .fragment_out(0, Type::VEC4, "fragColor") diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh index 92a35a049a4..e2cc0a54153 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh @@ -278,7 +278,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_verts) GPU_SHADER_CREATE_INFO(overlay_edit_uv_tiled_image_borders) .do_static_compilation(true) .vertex_in(0, Type::VEC3, "pos") - .push_constant(Type::VEC4, "color") + .push_constant(Type::VEC4, "ucolor") .fragment_out(0, Type::VEC4, "fragColor") .vertex_source("overlay_edit_uv_tiled_image_borders_vert.glsl") .fragment_source("overlay_uniform_color_frag.glsl") @@ -294,7 +294,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_uv_stencil_image) .sampler(0, ImageType::FLOAT_2D, "imgTexture") .push_constant(Type::BOOL, "imgPremultiplied") .push_constant(Type::BOOL, "imgAlphaBlend") - .push_constant(Type::VEC4, "color") + .push_constant(Type::VEC4, "ucolor") .fragment_out(0, Type::VEC4, "fragColor") .fragment_source("overlay_image_frag.glsl") .additional_info("draw_mesh"); @@ -581,7 +581,7 @@ GPU_SHADER_CREATE_INFO(overlay_depth_only_clipped) GPU_SHADER_CREATE_INFO(overlay_uniform_color) .do_static_compilation(true) .vertex_in(0, Type::VEC3, "pos") - .push_constant(Type::VEC4, "color") + .push_constant(Type::VEC4, "ucolor") .fragment_out(0, Type::VEC4, "fragColor") .vertex_source("overlay_depth_only_vert.glsl") .fragment_source("overlay_uniform_color_frag.glsl") diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh index 4ebc83c27b0..65084361f14 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh @@ -145,7 +145,7 @@ GPU_SHADER_CREATE_INFO(overlay_extra_point) /* TODO(fclem): Move the vertex shader to Overlay engine and remove this bypass. */ .define("blender_srgb_to_framebuffer_space(a)", "a") .vertex_in(0, Type::VEC3, "pos") - .push_constant(Type::VEC4, "color") + .push_constant(Type::VEC4, "ucolor") .vertex_out(overlay_extra_point_iface) .fragment_out(0, Type::VEC4, "fragColor") .vertex_source("overlay_extra_point_vert.glsl") @@ -161,7 +161,7 @@ GPU_SHADER_INTERFACE_INFO(overlay_extra_loose_point_iface, "").smooth(Type::VEC4 GPU_SHADER_CREATE_INFO(overlay_extra_loose_point) .do_static_compilation(true) .vertex_in(0, Type::VEC3, "pos") - .push_constant(Type::VEC4, "color") + .push_constant(Type::VEC4, "ucolor") .vertex_out(overlay_extra_loose_point_iface) .fragment_out(0, Type::VEC4, "fragColor") .fragment_out(1, Type::VEC4, "lineOutput") @@ -257,7 +257,7 @@ GPU_SHADER_CREATE_INFO(overlay_image) .push_constant(Type::BOOL, "isCameraBackground") .push_constant(Type::BOOL, "imgPremultiplied") .push_constant(Type::BOOL, "imgAlphaBlend") - .push_constant(Type::VEC4, "color") + .push_constant(Type::VEC4, "ucolor") .vertex_in(0, Type::VEC3, "pos") .vertex_out(overlay_image_iface) .sampler(0, ImageType::FLOAT_2D, "imgTexture") @@ -304,7 +304,7 @@ GPU_SHADER_INTERFACE_INFO(overlay_particle_iface, "").flat(Type::VEC4, "finalCol GPU_SHADER_CREATE_INFO(overlay_particle) .sampler(0, ImageType::FLOAT_1D, "weightTex") - .push_constant(Type::VEC4, "color") /* Draw-size packed in alpha. */ + .push_constant(Type::VEC4, "ucolor") /* Draw-size packed in alpha. */ .vertex_in(0, Type::VEC3, "part_pos") .vertex_in(1, Type::VEC4, "part_rot") .vertex_in(2, Type::FLOAT, "part_val") diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_grid_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_grid_info.hh index a8f1281d53a..70175b7072f 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_grid_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_grid_info.hh @@ -32,7 +32,7 @@ GPU_SHADER_CREATE_INFO(overlay_grid_background) GPU_SHADER_CREATE_INFO(overlay_grid_image) .do_static_compilation(true) .vertex_in(0, Type::VEC3, "pos") - .push_constant(Type::VEC4, "color") + .push_constant(Type::VEC4, "ucolor") .fragment_out(0, Type::VEC4, "fragColor") .vertex_source("overlay_edit_uv_tiled_image_borders_vert.glsl") .fragment_source("overlay_uniform_color_frag.glsl") diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_paint_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_paint_info.hh index 3083d5a463b..08b421de3e6 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_paint_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_paint_info.hh @@ -12,7 +12,7 @@ GPU_SHADER_CREATE_INFO(overlay_paint_face) .do_static_compilation(true) .vertex_in(0, Type::VEC3, "pos") .vertex_in(1, Type::VEC4, "nor") /* Select flag on the 4th component. */ - .push_constant(Type::VEC4, "color") + .push_constant(Type::VEC4, "ucolor") .fragment_out(0, Type::VEC4, "fragColor") .vertex_source("overlay_paint_face_vert.glsl") .fragment_source("overlay_uniform_color_frag.glsl") diff --git a/source/blender/draw/engines/overlay/shaders/overlay_extra_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_extra_point_vert.glsl index de999c241c0..179c3cb6d73 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_extra_point_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_extra_point_vert.glsl @@ -16,7 +16,7 @@ void main() radii[3] = radius - outline_width - 1.0; radii /= sizeObjectCenter; - fillColor = color; + fillColor = ucolor; outlineColor = colorOutline; view_clipping_distances(world_pos); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl index c48e7cce550..48038d0ca17 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl @@ -16,7 +16,7 @@ vec3 rotate(vec3 vec, vec4 quat) void main() { /* Drawsize packed in alpha. */ - float draw_size = color.a; + float draw_size = ucolor.a; vec3 world_pos = part_pos; @@ -43,7 +43,7 @@ void main() finalColor = vec4(clamp(pos * 10000.0, 0.0, 1.0), 1.0); } else if (part_val < 0.0) { - finalColor = vec4(color.rgb, 1.0); + finalColor = vec4(ucolor.rgb, 1.0); } else { finalColor = vec4(texture(weightTex, part_val).rgb, 1.0); diff --git a/source/blender/draw/engines/overlay/shaders/overlay_uniform_color_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_uniform_color_frag.glsl index e1a4a3602e3..2794481489c 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_uniform_color_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_uniform_color_frag.glsl @@ -1,4 +1,4 @@ void main() { - fragColor = color; + fragColor = ucolor; } |