diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2022-09-01 15:46:17 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-09-02 20:37:15 +0300 |
commit | e48a6fcc6397e5a964f2096d937ac189f07ce999 (patch) | |
tree | 37f98d5dab5c869b7248fc65a35edfc1b618b531 /source/blender/gpu/shaders | |
parent | 356460f5cf659ef071daa1267ab368b733b4133e (diff) |
DRW-Next: Add uniform attributes (object attributes) support
This replaces the direct shader uniform layout declaration by a linear
search through a global buffer.
Each instance has an attribute offset inside the global buffer and an
attribute count.
This removes any padding and tighly pack all uniform attributes inside
a single buffer.
This would also remove the limit of 8 attribute but it is kept because of
compatibility with the old system that is still used by the old draw
manager.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_attribute.glsl | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_attribute.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_attribute.glsl index af4a511d627..bacf089deb1 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_attribute.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_attribute.glsl @@ -22,6 +22,13 @@ void node_attribute_flame(vec4 attr, out float out_attr) out_attr = attr.x; } +void node_attribute_uniform(vec4 attr, const float attr_hash, out vec4 out_attr) +{ + /* Temporary solution to support both old UBO attribs and new SSBO loading. + * Old UBO load is already done through `attr` and will just be passed through. */ + out_attr = attr_load_uniform(attr, floatBitsToUint(attr_hash)); +} + void node_attribute( vec4 attr, out vec4 outcol, out vec3 outvec, out float outf, out float outalpha) { |