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authorJason Fielder <jason_apple>2022-03-30 20:47:59 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-03-30 20:53:22 +0300
commit49bc640b76c77a19e523cd1843585a0c6b21e82f (patch)
treec3446aaa594ac467a76a2e5af5dd86ba886b4aba /source/blender/draw/engines/workbench
parent7c9e128bbfb37d70799f8867d93992ee3f522242 (diff)
Metal: GLSL Shader compatibility 5
MSL does not have an implicit global scope, this is emulated via macro's adding an indirection for uniforms, attributes, shader stage inputs and outputs such as: #define roughness shaderinst->roughness. Variables in GLSL which exist within uniform blocks can be directly referenced via the global scope, unlike standard C++. This means that variable name pollution occurs if subsequent local variables in the code use the same name, resulting in compilation errors. A number of these conflicting names have been renamed to ensure unique naming and no further scope pollution. Ref T96261 Reviewed By: fclem Maniphest Tasks: T96261 Differential Revision: https://developer.blender.org/D14452
Diffstat (limited to 'source/blender/draw/engines/workbench')
-rw-r--r--source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl4
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl2
6 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh
index 6e1da090f9f..d3766da23cf 100644
--- a/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh
@@ -74,7 +74,7 @@ GPU_SHADER_INTERFACE_INFO(workbench_material_iface, "")
.smooth(Type::FLOAT, "alpha_interp")
.smooth(Type::VEC2, "uv_interp")
.flat(Type::INT, "object_id")
- .flat(Type::FLOAT, "roughness")
+ .flat(Type::FLOAT, "_roughness")
.flat(Type::FLOAT, "metallic");
GPU_SHADER_CREATE_INFO(workbench_material)
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
index 1b20171b3ff..82fa65449eb 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
@@ -7,7 +7,7 @@ void main()
{
normalData = workbench_normal_encode(gl_FrontFacing, normal_interp);
- materialData = vec4(color_interp, workbench_float_pair_encode(roughness, metallic));
+ materialData = vec4(color_interp, workbench_float_pair_encode(_roughness, metallic));
objectId = uint(object_id);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
index 65b9f4de4b6..71cf08b7e8c 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
@@ -66,7 +66,7 @@ void main()
normal_interp = normalize(normal_world_to_view(nor));
- workbench_material_data_get(resource_handle, color_interp, alpha_interp, roughness, metallic);
+ workbench_material_data_get(resource_handle, color_interp, alpha_interp, _roughness, metallic);
if (materialIndex == 0) {
color_interp = hair_get_customdata_vec3(ac);
@@ -76,7 +76,7 @@ void main()
* So we lower their alpha artificially. */
alpha_interp *= 0.3;
- workbench_hair_random_material(hair_rand, color_interp, roughness, metallic);
+ workbench_hair_random_material(hair_rand, color_interp, _roughness, metallic);
object_id = int(uint(resource_handle) & 0xFFFFu) + 1;
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl
index 911d6f5b036..366bc2f9105 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl
@@ -19,7 +19,7 @@ void main()
uv_interp = vec2(0.0);
- workbench_material_data_get(resource_handle, color_interp, alpha_interp, roughness, metallic);
+ workbench_material_data_get(resource_handle, color_interp, alpha_interp, _roughness, metallic);
if (materialIndex == 0) {
color_interp = vec3(1.0);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
index 3a63b141c5f..0637f669961 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
@@ -16,7 +16,7 @@ void main()
normal_interp = normalize(normal_object_to_view(nor));
- workbench_material_data_get(resource_handle, color_interp, alpha_interp, roughness, metallic);
+ workbench_material_data_get(resource_handle, color_interp, alpha_interp, _roughness, metallic);
if (materialIndex == 0) {
color_interp = ac.rgb;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
index 9c0f93c67d9..d8f1b83d747 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
@@ -62,7 +62,7 @@ void main()
#endif
#ifdef V3D_LIGHTING_STUDIO
- vec3 shaded_color = get_world_lighting(color, roughness, metallic, N, I);
+ vec3 shaded_color = get_world_lighting(color, _roughness, metallic, N, I);
#endif
#ifdef V3D_LIGHTING_FLAT