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authorClément Foucault <foucault.clem@gmail.com>2020-06-08 11:58:45 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-06-08 11:58:45 +0300
commit1f6d1213d27cbe3e50460aa6da54e0c7606f2216 (patch)
treee2c42891c2e76fc3f36ce62d9e81a2d4751c6f59 /source/blender/draw/engines/workbench/shaders
parent11ba9eec70175b39e34943c8ffacb54c35cbb897 (diff)
Workbench: Use eGPUSamplerState to change texture sampling behavior
This removes some fragment shader hacks and improve the support of different repeat & filtering modes. This fix T77453 Image texture not repeating in viewport
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl62
1 files changed, 18 insertions, 44 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
index e45f7a7b9e3..c5ad48191d1 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
@@ -4,17 +4,20 @@ bool node_tex_tile_lookup(inout vec3 co, sampler2DArray ima, sampler1DArray map)
{
vec2 tile_pos = floor(co.xy);
- if (tile_pos.x < 0 || tile_pos.y < 0 || tile_pos.x >= 10)
+ if (tile_pos.x < 0 || tile_pos.y < 0 || tile_pos.x >= 10) {
return false;
+ }
float tile = 10.0 * tile_pos.y + tile_pos.x;
- if (tile >= textureSize(map, 0).x)
+ if (tile >= textureSize(map, 0).x) {
return false;
+ }
/* Fetch tile information. */
float tile_layer = texelFetch(map, ivec2(tile, 0), 0).x;
- if (tile_layer < 0.0)
+ if (tile_layer < 0.0) {
return false;
+ }
vec4 tile_info = texelFetch(map, ivec2(tile, 1), 0);
@@ -22,59 +25,29 @@ bool node_tex_tile_lookup(inout vec3 co, sampler2DArray ima, sampler1DArray map)
return true;
}
-vec4 workbench_sample_texture(sampler2D image, vec2 coord, bool nearest_sampling)
-{
- /* TODO(fclem) We could do the same with sampler objects.
- * But this is a quick workaround instead of messing with the GPUTexture itself. */
- if (nearest_sampling) {
- /* Use texelFetch for nearest_sampling to reduce glitches. See: T73726 */
- vec2 tex_size = vec2(textureSize(image, 0).xy);
- ivec2 uv = ivec2(floor(coord * tex_size) + 0.5);
- return texelFetch(image, uv, 0);
- }
- else {
- return texture(image, coord);
- }
-}
-
-vec4 workbench_sample_texture_array(sampler2DArray tile_array,
- sampler1DArray tile_data,
- vec2 coord,
- bool nearest_sampling)
-{
-
- vec3 uv = vec3(coord, 0);
- if (!node_tex_tile_lookup(uv, tile_array, tile_data))
- return vec4(1.0, 0.0, 1.0, 1.0);
-
- /* TODO(fclem) We could do the same with sampler objects.
- * But this is a quick workaround instead of messing with the GPUTexture itself. */
- if (nearest_sampling) {
- /* Use texelFetch for nearest_sampling to reduce glitches. See: T73726 */
- vec3 tex_size = vec3(textureSize(tile_array, 0));
- uv.xy = floor(uv.xy * tex_size.xy) + 0.5;
- return texelFetch(tile_array, ivec3(uv), 0);
- }
- else {
- return texture(tile_array, uv);
- }
-}
-
uniform sampler2DArray imageTileArray;
uniform sampler1DArray imageTileData;
uniform sampler2D imageTexture;
uniform float imageTransparencyCutoff = 0.1;
-uniform bool imageNearest;
uniform bool imagePremult;
vec3 workbench_image_color(vec2 uvs)
{
#ifdef V3D_SHADING_TEXTURE_COLOR
+ vec4 color;
+
# ifdef TEXTURE_IMAGE_ARRAY
- vec4 color = workbench_sample_texture_array(imageTileArray, imageTileData, uvs, imageNearest);
+ vec3 co = vec3(uvs, 0.0);
+ if (node_tex_tile_lookup(co, imageTileArray, imageTileData)) {
+ color = texture(imageTileArray, co);
+ }
+ else {
+ color = vec4(1.0, 0.0, 1.0, 1.0);
+ }
# else
- vec4 color = workbench_sample_texture(imageTexture, uvs, imageNearest);
+
+ color = texture(imageTexture, uvs);
# endif
/* Unpremultiply if stored multiplied, since straight alpha is expected by shaders. */
@@ -90,6 +63,7 @@ vec3 workbench_image_color(vec2 uvs)
return color.rgb;
#else
+
return vec3(1.0);
#endif
}