diff options
author | Jason Fielder <jason_apple> | 2022-03-22 14:44:26 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2022-03-22 14:54:44 +0300 |
commit | 19c793af35ea8e694c16995d115d7c9247fee81a (patch) | |
tree | c24ad1eead6cb91cbc6260a10e8cf13dc13db903 /source/blender/draw/engines | |
parent | 309ea314858a9b7892ea2c8a6fe55ab2a1028697 (diff) |
Metal: Make GLSL shader source MSL compliant also
Metal shading language follows the C++ 14 standard and in some cases requires a greater level of explicitness than GLSL. There are also some small language differences:
- Explicit type-casts (C++ requirements)
- Explicit constant values (C++ requirements, e.g. floating point values using 0.0 instead of 0).
- Metal/OpenGL compatibility paths
- GLSL Function prototypes
- Explicit accessors for vector types when sampling textures.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D14378
Diffstat (limited to 'source/blender/draw/engines')
21 files changed, 38 insertions, 28 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl index 584aacc9e19..ddc6a0b9661 100644 --- a/source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl @@ -26,10 +26,13 @@ struct ClosureEvalGlossy { #ifdef STEP_RESOLVE /* SSR */ /* Prototype. */ +# ifndef GPU_METAL +/* MSL does not require prototypes. */ void raytrace_resolve(ClosureInputGlossy cl_in, inout ClosureEvalGlossy cl_eval, inout ClosureEvalCommon cl_common, inout ClosureOutputGlossy cl_out); +# endif #endif ClosureEvalGlossy closure_Glossy_eval_init(inout ClosureInputGlossy cl_in, diff --git a/source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl index f66f45635f4..fefc8743691 100644 --- a/source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl @@ -32,8 +32,10 @@ struct Closure { #endif }; +#ifndef GPU_METAL /* Prototype */ Closure nodetree_exec(void); +#endif /* clang-format off */ /* Avoid multi-line defines. */ diff --git a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl index 9d9d7beb3cb..bdcc0a2ba93 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl @@ -150,7 +150,7 @@ vec4 step_blit(void) float br = max_v3(m); /* Under-threshold part: quadratic curve */ - float rq = clamp(br - curveThreshold.x, 0, curveThreshold.y); + float rq = clamp(br - curveThreshold.x, 0.0, curveThreshold.y); rq = curveThreshold.z * rq * rq; /* Combine and apply the brightness response curve. */ diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl index 57027c71156..688ae4915e1 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl @@ -142,7 +142,7 @@ void dof_resolve_load_layer(sampler2D color_tex, out float out_weight) { vec2 pixel_co = gl_FragCoord.xy / 2.0; - vec2 uv = pixel_co / textureSize(color_tex, 0).xy; + vec2 uv = pixel_co / vec2(textureSize(color_tex, 0).xy); out_color = textureLod(color_tex, uv, 0.0); out_weight = textureLod(weight_tex, uv, 0.0).r; } diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl index b05223e755d..51a351babd3 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl @@ -95,7 +95,7 @@ void main() weights = dof_layer_weight(cocs) * dof_sample_weight(cocs); /* Filter NaNs. */ - weights = mix(weights, vec4(0.0), equal(cocs, vec4(0.0))); + weights = select(weights, vec4(0.0), equal(cocs, vec4(0.0))); color1 = colors[0] * weights[0]; color2 = colors[1] * weights[1]; diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_setup_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_setup_frag.glsl index 235145b221b..178ef46862b 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_setup_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_setup_frag.glsl @@ -54,12 +54,12 @@ void main() bvec4 focus = lessThanEqual(cocs, vec4(0.5)); if (any(defocus) && any(focus)) { /* For the same reason as in the flatten pass. This is a case we cannot optimize for. */ - cocs = mix(cocs, vec4(DOF_TILE_MIXED), focus); - cocs = mix(cocs, vec4(DOF_TILE_MIXED), defocus); + cocs = select(cocs, vec4(DOF_TILE_MIXED), focus); + cocs = select(cocs, vec4(DOF_TILE_MIXED), defocus); } else { - cocs = mix(cocs, vec4(DOF_TILE_FOCUS), focus); - cocs = mix(cocs, vec4(DOF_TILE_DEFOCUS), defocus); + cocs = select(cocs, vec4(DOF_TILE_FOCUS), focus); + cocs = select(cocs, vec4(DOF_TILE_DEFOCUS), defocus); } outCoc.y = max_v4(cocs); } diff --git a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl index ce455123987..aaf673eecd2 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl @@ -38,7 +38,7 @@ uniform vec2 texelSize; /* On some AMD card / driver combination, it is needed otherwise, * the shader does not write anything. */ -#if defined(GPU_INTEL) || defined(GPU_ATI) +#if (defined(GPU_INTEL) || defined(GPU_ATI)) && defined(GPU_OPENGL) out vec4 fragColor; #endif @@ -68,9 +68,14 @@ void main() float val = minmax4(samp.x, samp.y, samp.z, samp.w); #endif -#if defined(GPU_INTEL) || defined(GPU_ATI) +#if (defined(GPU_INTEL) || defined(GPU_ATI)) && defined(GPU_OPENGL) /* Use color format instead of 24bit depth texture */ fragColor = vec4(val); #endif + +#if !(defined(GPU_INTEL) && defined(GPU_OPENGL)) + /* If using Intel workaround, do not write out depth as there will be no depth target and this is + * invalid. */ gl_FragDepth = val; +#endif } diff --git a/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl index f4ff28eaee4..c9010749060 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl @@ -60,11 +60,11 @@ void main() vec3 P = transform_point(ViewMatrixInverse, vP); vec3 vV = viewCameraVec(vP); vec3 V = cameraVec(P); - vec3 vN = normal_decode(texture(normalBuffer, uvs, 0).rg, vV); + vec3 vN = normal_decode(textureLod(normalBuffer, uvs, 0.0).rg, vV); vec3 N = transform_direction(ViewMatrixInverse, vN); /* Retrieve pixel data */ - vec4 speccol_roughness = texture(specroughBuffer, uvs, 0).rgba; + vec4 speccol_roughness = textureLod(specroughBuffer, uvs, 0.0).rgba; /* Early out */ if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0) { diff --git a/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl index 300477570d0..fc8091161d7 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl @@ -74,7 +74,7 @@ bool neighbor_affect_this_tile(ivec2 offset, vec2 velocity) * offset. If the offset coordinate is zero then * velocity is irrelevant. */ - vec2 point = sign(offset * velocity); + vec2 point = sign(vec2(offset) * velocity); float dist = (point.x + point.y); /** diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl index 84626eac4cf..e1035af37be 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl @@ -289,7 +289,7 @@ vec3 probe_evaluate_grid(GridData gd, vec3 P, vec3 N, vec3 localpos) weight += prbIrradianceSmooth; /* Trilinear weights */ - vec3 trilinear = mix(1.0 - trilinear_weight, trilinear_weight, offset); + vec3 trilinear = mix(1.0 - trilinear_weight, trilinear_weight, vec3(offset)); weight *= trilinear.x * trilinear.y * trilinear.z; /* Avoid zero weight */ diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl index cf44a04b707..5674e464f4c 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl @@ -16,11 +16,11 @@ void main() { #if 0 /* Reconstructing Target uvs like this avoid missing pixels if NPO2 */ - vec2 uvs = gl_FragCoord.xy * 2.0 / vec2(textureSize(source, 0)); + vec2 uvs = gl_FragCoord.xy * 2.0 / vec2(textureSize(source, 0).xy); FragColor = textureLod(source, vec3(uvs, layer), 0.0); #else - vec2 texel_size = 1.0 / vec2(textureSize(source, 0)); + vec2 texel_size = 1.0 / vec2(textureSize(source, 0).xy); vec2 uvs = gl_FragCoord.xy * 2.0 * texel_size; vec4 ofs = texel_size.xyxy * vec4(0.75, 0.75, -0.75, -0.75); diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl index 25661a0d731..9f1afc4767c 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl @@ -31,7 +31,7 @@ layout(location = 3) out vec4 volumePhase; void main() { - ivec3 volume_cell = ivec3(gl_FragCoord.xy, slice); + ivec3 volume_cell = ivec3(ivec2(gl_FragCoord.xy), slice); vec3 ndc_cell = volume_to_ndc((vec3(volume_cell) + volJitter.xyz) * volInvTexSize.xyz); viewPosition = get_view_space_from_depth(ndc_cell.xy, ndc_cell.z); 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 12b7d8acbea..11f57c0a82e 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl @@ -52,7 +52,7 @@ void main() ivec2 texco = ivec2(gl_FragCoord.xy); #endif for (int i = 0; i <= slice; i++) { - ivec3 volume_cell = ivec3(gl_FragCoord.xy, i); + ivec3 volume_cell = ivec3(ivec2(gl_FragCoord.xy), i); vec3 Lscat = texelFetch(volumeScattering, volume_cell, 0).rgb; vec3 s_extinction = texelFetch(volumeExtinction, volume_cell, 0).rgb; diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl index dc755aeab8b..df3f92966e6 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl @@ -22,7 +22,7 @@ layout(location = 1) out vec4 outTransmittance; void main() { - ivec3 volume_cell = ivec3(gl_FragCoord.xy, slice); + ivec3 volume_cell = ivec3(ivec2(gl_FragCoord.xy), slice); /* Emission */ outScattering = texelFetch(volumeEmission, volume_cell, 0); diff --git a/source/blender/draw/engines/overlay/shaders/background_frag.glsl b/source/blender/draw/engines/overlay/shaders/background_frag.glsl index 52052d414f8..19313c0415b 100644 --- a/source/blender/draw/engines/overlay/shaders/background_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/background_frag.glsl @@ -38,8 +38,8 @@ void main() * This removes the alpha channel and put the background behind reference images * while masking the reference images by the render alpha. */ - float alpha = texture(colorBuffer, uvcoordsvar.st).a; - float depth = texture(depthBuffer, uvcoordsvar.st).r; + float alpha = texture(colorBuffer, uvcoordsvar.xy).a; + float depth = texture(depthBuffer, uvcoordsvar.xy).r; vec3 bg_col; vec3 col_high; diff --git a/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl b/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl index 0e4757f8ea8..19d54a57479 100644 --- a/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl @@ -169,7 +169,7 @@ void diag_dir(bvec4 edges1, bvec4 edges2, out vec2 line_start, out vec2 line_end void main() { - uint ref = textureLod(outlineId, uvcoordsvar.st, 0.0).r; + uint ref = textureLod(outlineId, uvcoordsvar.xy, 0.0).r; uint ref_col = ref; vec2 uvs = gl_FragCoord.xy * sizeViewportInv.xy; diff --git a/source/blender/draw/engines/overlay/shaders/volume_gridlines_vert.glsl b/source/blender/draw/engines/overlay/shaders/volume_gridlines_vert.glsl index f714646fe40..507beb8a418 100644 --- a/source/blender/draw/engines/overlay/shaders/volume_gridlines_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/volume_gridlines_vert.glsl @@ -53,7 +53,7 @@ vec4 flag_to_color(uint flag) if (bool(flag & uint(16))) { color.rgb += vec3(0.9, 0.3, 0.0); /* orange */ } - if (color.rgb == vec3(0.0)) { + if (is_zero(color.rgb)) { color.rgb += vec3(0.5, 0.0, 0.0); /* medium red */ } return color; diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl index 59222b588a0..7704e7ed0b7 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl @@ -9,11 +9,11 @@ void main() float cavity = 0.0, edges = 0.0, curvature = 0.0; #ifdef USE_CAVITY - cavity_compute(uvcoordsvar.st, depthBuffer, normalBuffer, cavity, edges); + cavity_compute(uvcoordsvar.xy, depthBuffer, normalBuffer, cavity, edges); #endif #ifdef USE_CURVATURE - curvature_compute(uvcoordsvar.st, objectIdBuffer, normalBuffer, curvature); + curvature_compute(uvcoordsvar.xy, objectIdBuffer, normalBuffer, curvature); #endif float final_cavity_factor = clamp((1.0 - cavity) * (1.0 + edges) * (1.0 + curvature), 0.0, 4.0); diff --git a/source/blender/draw/engines/workbench/shaders/workbench_merge_infront_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_merge_infront_frag.glsl index ae564435258..30daca6b7e3 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_merge_infront_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_merge_infront_frag.glsl @@ -1,7 +1,7 @@ void main() { - float depth = texture(depthBuffer, uvcoordsvar.st).r; + float depth = texture(depthBuffer, uvcoordsvar.xy).r; /* Fix issues with Intel drivers (see T80023). */ fragColor = vec4(0.0); /* Discard background pixels. */ diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl index a2c45d2f8e3..35bea830bac 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl @@ -9,8 +9,8 @@ void main() /* Revealage is actually stored in transparentAccum alpha channel. * This is a workaround to older hardware not having separate blend equation per render target. */ - vec4 trans_accum = texture(transparentAccum, uvcoordsvar.st); - float trans_weight = texture(transparentRevealage, uvcoordsvar.st).r; + vec4 trans_accum = texture(transparentAccum, uvcoordsvar.xy); + float trans_weight = texture(transparentRevealage, uvcoordsvar.xy).r; float trans_reveal = trans_accum.a; /* Listing 4 */ 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 076f6e80104..4ff281ccd29 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl @@ -94,7 +94,7 @@ vec4 flag_to_color(uint flag) if (bool(flag & uint(16))) { color.rgb += vec3(0.9, 0.3, 0.0); /* orange */ } - if (color.rgb == vec3(0.0)) { + if (is_zero(color.rgb)) { color.rgb += vec3(0.5, 0.0, 0.0); /* medium red */ } return color; |