diff options
author | Brecht Van Lommel <brecht@blender.org> | 2020-03-26 01:11:19 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2020-03-26 01:14:50 +0300 |
commit | d554cf8dd9ff45a2aa2680d46e23402177a361a5 (patch) | |
tree | 685eb7739cb7848a742f0a15461808ddfef45f54 /source/blender/draw/intern/shaders | |
parent | 6681a33a6f9978239b2ee37065c3fab6cd372277 (diff) |
Fix T75090: crash with old NVIDIA drivers after overlay refactor
Work around GLSL compiler bug with backslash in preprocessor macros.
Diffstat (limited to 'source/blender/draw/intern/shaders')
-rw-r--r-- | source/blender/draw/intern/shaders/common_smaa_lib.glsl | 15 |
1 files changed, 9 insertions, 6 deletions
diff --git a/source/blender/draw/intern/shaders/common_smaa_lib.glsl b/source/blender/draw/intern/shaders/common_smaa_lib.glsl index 45d9f54d943..a3f592ba5dd 100644 --- a/source/blender/draw/intern/shaders/common_smaa_lib.glsl +++ b/source/blender/draw/intern/shaders/common_smaa_lib.glsl @@ -529,8 +529,9 @@ # define SMAATexturePass2D(tex) tex # define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0)) # define SMAASampleLevelZeroPoint(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0)) -# define SMAASampleLevelZeroOffset(tex, coord, offset) \ - tex2Dlod(tex, float4(coord + offset * SMAA_RT_METRICS.xy, 0.0, 0.0)) +/* clang-format off */ +# define SMAASampleLevelZeroOffset(tex, coord, offset) tex2Dlod(tex, float4(coord + offset * SMAA_RT_METRICS.xy, 0.0, 0.0)) +/* clang-format on */ # define SMAASample(tex, coord) tex2D(tex, coord) # define SMAASamplePoint(tex, coord) tex2D(tex, coord) # define SMAASampleOffset(tex, coord, offset) tex2D(tex, coord + offset * SMAA_RT_METRICS.xy) @@ -554,8 +555,9 @@ SamplerState PointSampler # define SMAATexturePass2D(tex) tex # define SMAASampleLevelZero(tex, coord) tex.SampleLevel(LinearSampler, coord, 0) # define SMAASampleLevelZeroPoint(tex, coord) tex.SampleLevel(PointSampler, coord, 0) -# define SMAASampleLevelZeroOffset(tex, coord, offset) \ - tex.SampleLevel(LinearSampler, coord, 0, offset) +/* clang-format off */ +# define SMAASampleLevelZeroOffset(tex, coord, offset) tex.SampleLevel(LinearSampler, coord, 0, offset) +/* clang-format on */ # define SMAASample(tex, coord) tex.Sample(LinearSampler, coord) # define SMAASamplePoint(tex, coord) tex.Sample(PointSampler, coord) # define SMAASampleOffset(tex, coord, offset) tex.Sample(LinearSampler, coord, offset) @@ -597,10 +599,11 @@ SamplerState PointSampler # define bool4 bvec4 #endif -#if !defined(SMAA_HLSL_3) && !defined(SMAA_HLSL_4) && !defined(SMAA_HLSL_4_1) && \ - !defined(SMAA_GLSL_3) && !defined(SMAA_GLSL_4) && !defined(SMAA_CUSTOM_SL) +/* clang-format off */ +#if !defined(SMAA_HLSL_3) && !defined(SMAA_HLSL_4) && !defined(SMAA_HLSL_4_1) && !defined(SMAA_GLSL_3) && !defined(SMAA_GLSL_4) && !defined(SMAA_CUSTOM_SL) # error you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL #endif +/* clang-format on */ //----------------------------------------------------------------------------- // Misc functions |