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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
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')
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl4
-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
-rw-r--r--source/blender/draw/intern/shaders/common_colormanagement_lib.glsl18
-rw-r--r--source/blender/draw/intern/shaders/common_view_clipping_lib.glsl14
-rw-r--r--source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl14
-rw-r--r--source/blender/gpu/shaders/gpu_shader_colorspace_lib.glsl8
12 files changed, 37 insertions, 37 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index 7029d015b22..219c44de9dc 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -204,7 +204,7 @@ void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata,
DRW_shgroup_uniform_float(grp, "intensityFac", &pinfo->intensity_fac, 1);
DRW_shgroup_uniform_float(grp, "sampleCount", &pinfo->samples_len, 1);
- DRW_shgroup_uniform_float(grp, "roughness", &pinfo->roughness, 1);
+ DRW_shgroup_uniform_float(grp, "probe_roughness", &pinfo->roughness, 1);
DRW_shgroup_uniform_float(grp, "lodFactor", &pinfo->lodfactor, 1);
DRW_shgroup_uniform_float(grp, "lodMax", &pinfo->lod_rt_max, 1);
DRW_shgroup_uniform_float(grp, "texelSize", &pinfo->texel_size, 1);
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl
index a5d11f52a1d..af2982b30c0 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl
@@ -4,7 +4,7 @@
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
uniform samplerCube probeHdr;
-uniform float roughness;
+uniform float probe_roughness;
uniform float texelSize;
uniform float lodFactor;
uniform float lodMax;
@@ -51,7 +51,7 @@ void main()
float pdf;
/* Microfacet normal */
- vec3 H = sample_ggx(Xi, roughness, V, N, T, B, pdf);
+ vec3 H = sample_ggx(Xi, probe_roughness, V, N, T, B, pdf);
vec3 L = -reflect(V, H);
float NL = dot(N, L);
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
diff --git a/source/blender/draw/intern/shaders/common_colormanagement_lib.glsl b/source/blender/draw/intern/shaders/common_colormanagement_lib.glsl
index 45f711296f3..92d13c6d48b 100644
--- a/source/blender/draw/intern/shaders/common_colormanagement_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_colormanagement_lib.glsl
@@ -12,19 +12,19 @@ vec4 texture_read_as_linearrgb(sampler2D tex, bool premultiplied, vec2 co)
{
/* By convention image textures return scene linear colors, but
* overlays still assume srgb. */
- vec4 color = texture(tex, co);
+ vec4 col = texture(tex, co);
/* Unpremultiply if stored multiplied, since straight alpha is expected by shaders. */
- if (premultiplied && !(color.a == 0.0 || color.a == 1.0)) {
- color.rgb = color.rgb / color.a;
+ if (premultiplied && !(col.a == 0.0 || col.a == 1.0)) {
+ col.rgb = col.rgb / col.a;
}
- return color;
+ return col;
}
vec4 texture_read_as_srgb(sampler2D tex, bool premultiplied, vec2 co)
{
- vec4 color = texture_read_as_linearrgb(tex, premultiplied, co);
- color.r = linearrgb_to_srgb(color.r);
- color.g = linearrgb_to_srgb(color.g);
- color.b = linearrgb_to_srgb(color.b);
- return color;
+ vec4 col = texture_read_as_linearrgb(tex, premultiplied, co);
+ col.r = linearrgb_to_srgb(col.r);
+ col.g = linearrgb_to_srgb(col.g);
+ col.b = linearrgb_to_srgb(col.b);
+ return col;
}
diff --git a/source/blender/draw/intern/shaders/common_view_clipping_lib.glsl b/source/blender/draw/intern/shaders/common_view_clipping_lib.glsl
index d55808c42d2..bae818cf9f3 100644
--- a/source/blender/draw/intern/shaders/common_view_clipping_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_view_clipping_lib.glsl
@@ -6,13 +6,13 @@
void view_clipping_distances(vec3 wpos)
{
# ifdef USE_WORLD_CLIP_PLANES
- vec4 pos = vec4(wpos, 1.0);
- gl_ClipDistance[0] = dot(drw_view.clip_planes[0], pos);
- gl_ClipDistance[1] = dot(drw_view.clip_planes[1], pos);
- gl_ClipDistance[2] = dot(drw_view.clip_planes[2], pos);
- gl_ClipDistance[3] = dot(drw_view.clip_planes[3], pos);
- gl_ClipDistance[4] = dot(drw_view.clip_planes[4], pos);
- gl_ClipDistance[5] = dot(drw_view.clip_planes[5], pos);
+ vec4 pos_4d = vec4(wpos, 1.0);
+ gl_ClipDistance[0] = dot(drw_view.clip_planes[0], pos_4d);
+ gl_ClipDistance[1] = dot(drw_view.clip_planes[1], pos_4d);
+ gl_ClipDistance[2] = dot(drw_view.clip_planes[2], pos_4d);
+ gl_ClipDistance[3] = dot(drw_view.clip_planes[3], pos_4d);
+ gl_ClipDistance[4] = dot(drw_view.clip_planes[4], pos_4d);
+ gl_ClipDistance[5] = dot(drw_view.clip_planes[5], pos_4d);
# endif
}
diff --git a/source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl b/source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl
index cdc716db7a4..3edf0e31799 100644
--- a/source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl
@@ -7,13 +7,13 @@ uniform vec4 WorldClipPlanes[6];
# define _world_clip_planes_calc_clip_distance(wpos, _clipplanes) \
{ \
- vec4 pos = vec4(wpos, 1.0); \
- gl_ClipDistance[0] = dot(_clipplanes[0], pos); \
- gl_ClipDistance[1] = dot(_clipplanes[1], pos); \
- gl_ClipDistance[2] = dot(_clipplanes[2], pos); \
- gl_ClipDistance[3] = dot(_clipplanes[3], pos); \
- gl_ClipDistance[4] = dot(_clipplanes[4], pos); \
- gl_ClipDistance[5] = dot(_clipplanes[5], pos); \
+ vec4 _pos = vec4(wpos, 1.0); \
+ gl_ClipDistance[0] = dot(_clipplanes[0], _pos); \
+ gl_ClipDistance[1] = dot(_clipplanes[1], _pos); \
+ gl_ClipDistance[2] = dot(_clipplanes[2], _pos); \
+ gl_ClipDistance[3] = dot(_clipplanes[3], _pos); \
+ gl_ClipDistance[4] = dot(_clipplanes[4], _pos); \
+ gl_ClipDistance[5] = dot(_clipplanes[5], _pos); \
}
/* When all shaders are builtin shaders are migrated this could be applied directly. */
diff --git a/source/blender/gpu/shaders/gpu_shader_colorspace_lib.glsl b/source/blender/gpu/shaders/gpu_shader_colorspace_lib.glsl
index 7d69cba5017..abd4592dc9d 100644
--- a/source/blender/gpu/shaders/gpu_shader_colorspace_lib.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_colorspace_lib.glsl
@@ -6,13 +6,13 @@
uniform bool srgbTarget = false;
#endif
-vec4 blender_srgb_to_framebuffer_space(vec4 col)
+vec4 blender_srgb_to_framebuffer_space(vec4 in_color)
{
if (srgbTarget) {
- vec3 c = max(col.rgb, vec3(0.0));
+ vec3 c = max(in_color.rgb, vec3(0.0));
vec3 c1 = c * (1.0 / 12.92);
vec3 c2 = pow((c + 0.055) * (1.0 / 1.055), vec3(2.4));
- col.rgb = mix(c1, c2, step(vec3(0.04045), c));
+ in_color.rgb = mix(c1, c2, step(vec3(0.04045), c));
}
- return col;
+ return in_color;
}