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authorJason Fielder <jason_apple>2022-04-14 12:47:52 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-04-14 12:49:18 +0300
commitb0dc3aff2c73f2a1b65406dcb7fe73c95b9485ed (patch)
tree29642f7e85e2f5189549c1710854c421463a2e0d /source/blender/draw/engines/workbench
parentd62f443f2d0b464131f77f770f9aa19d81164f0c (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/workbench')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl6
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl9
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl25
3 files changed, 32 insertions, 8 deletions
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 71cf08b7e8c..cfc94ef7c9a 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
@@ -8,8 +8,10 @@
/* From http://libnoise.sourceforge.net/noisegen/index.html */
float integer_noise(int n)
{
- n = (n >> 13) ^ n;
- int nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
+ /* Integer bit-shifts cause precision issues due to overflow
+ * in a number of workbench tests. Use uint instead. */
+ uint nn = (uint(n) >> 13u) ^ uint(n);
+ nn = (nn * (nn * nn * 60493u + 19990303u) + 1376312589u) & 0x7fffffffu;
return (float(nn) / 1073741824.0);
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
index 4ff281ccd29..36059b6076f 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
@@ -218,7 +218,15 @@ void main()
/* Manual depth test. TODO: remove. */
float depth = texelFetch(depthBuffer, ivec2(gl_FragCoord.xy), 0).r;
if (gl_FragCoord.z >= depth) {
+ /* Note: In the Metal API, prior to Metal 2.3, Discard is not an explicit return and can
+ * produce undefined behaviour. This is especially prominent with derivatives if control-flow
+ * divergence is present.
+ *
+ * Adding a return call eliminates undefined behaviour and a later out-of-bounds read causing
+ * a crash on AMD platforms.
+ * This behaviour can also affect OpenGL on certain devices. */
discard;
+ return;
}
vec3 Lscat;
@@ -268,6 +276,7 @@ void main()
/* Start is further away than the end.
* That means no volume is intersected. */
discard;
+ return;
}
fragColor = volume_integration(ls_ray_ori,
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
index 531ed461057..20053b8917c 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
@@ -64,22 +64,35 @@ vec3 get_world_lighting(vec3 base_color, float roughness, float metallic, vec3 N
if (world_data.use_specular) {
/* Prepare Specular computation. Eval 4 lights at once. */
vec3 R = -reflect(I, N);
+
+#ifdef GPU_METAL
+ /* Split vectors into arrays of floats. Partial vector references are unsupported by MSL. */
+ float spec_angle[4], spec_NL[4], wrap_NL[4];
+# define AS_VEC4(a) vec4(a[0], a[1], a[2], a[3])
+#else
vec4 spec_angle, spec_NL, wrap_NL;
- prep_specular(world_data.lights[0].direction.xyz, I, N, R, spec_NL.x, wrap_NL.x, spec_angle.x);
- prep_specular(world_data.lights[1].direction.xyz, I, N, R, spec_NL.y, wrap_NL.y, spec_angle.y);
- prep_specular(world_data.lights[2].direction.xyz, I, N, R, spec_NL.z, wrap_NL.z, spec_angle.z);
- prep_specular(world_data.lights[3].direction.xyz, I, N, R, spec_NL.w, wrap_NL.w, spec_angle.w);
+# define AS_VEC4(a) a
+#endif
+ prep_specular(
+ world_data.lights[0].direction.xyz, I, N, R, spec_NL[0], wrap_NL[0], spec_angle[0]);
+ prep_specular(
+ world_data.lights[1].direction.xyz, I, N, R, spec_NL[1], wrap_NL[1], spec_angle[1]);
+ prep_specular(
+ world_data.lights[2].direction.xyz, I, N, R, spec_NL[2], wrap_NL[2], spec_angle[2]);
+ prep_specular(
+ world_data.lights[3].direction.xyz, I, N, R, spec_NL[3], wrap_NL[3], spec_angle[3]);
vec4 gloss = vec4(1.0 - roughness);
/* Reduce gloss for smooth light. (simulate bigger light) */
gloss *= 1.0 - wrap;
vec4 shininess = exp2(10.0 * gloss + 1.0);
- vec4 spec_light = blinn_specular(shininess, spec_angle, spec_NL);
+ vec4 spec_light = blinn_specular(shininess, AS_VEC4(spec_angle), AS_VEC4(spec_NL));
/* Simulate Env. light. */
vec4 w = mix(wrap, vec4(1.0), roughness);
- vec4 spec_env = wrapped_lighting(wrap_NL, w);
+ vec4 spec_env = wrapped_lighting(AS_VEC4(wrap_NL), w);
+#undef AS_VEC4
spec_light = mix(spec_light, spec_env, wrap * wrap);