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2022-10-07DRW: Move clipping planes to their own UBOClément Foucault
This is part of the effor to simplify the View struct in order to implement multiview rendering.
2022-09-24GPU: Disable static compilation for geometry shaders workaroundClément Foucault
These shaders are only supported by the Metal backed. Regression introduced by 1514e1a5b7e15ec0c11cd40c2b9389982bd5d00e
2022-09-22Metal: GLSL shader compatibility changes for global uniform and interface ↵Jason Fielder
name collision. For the Metal shader translation support for shader-global uniforms are remapped via macro's, and in such cases where a uniform name matches a vertex attribute name, compilation errors will occur due to this injected syntax being incompatible with the immediate code. Also adding source-level function interface alternatives where sized arrays are passed in. These are not supported directly in Metal shading language and are instead handled as pointers. These pointers require explicit address-space qualifiers in some cases, if device/constant address space memory is passed into the function. Ref T96261 Reviewed By: fclem Differential Revision: https://developer.blender.org/D15898
2022-09-22Metal: First set of Geometry Shader alternative implementations using SSBO ↵Jason Fielder
vertex shader fetch. These implementations remove dependency on the Geometry pass by instead invoking one vertex shader instance for each expected output vertex, matching what a geometry shader would emit. Each vertex shader instance is then responsible for calculating the same output position based on its vertex_id as the logic would in the geometry shader version. SSBO Vertex fetch enables full random-access into a vertex buffer by binding it as a read-only SSBO. This enables each instance to read neighbouring vertex data to perform contextual calculations as a geometry shader would, for cases where attribute Multiload is not supported. Authored by Apple: Michael Parkin-White Ref T96261 Reviewed By: fclem Differential Revision: https://developer.blender.org/D15901
2022-06-03Cleanup: DRW: Overlay: Make simple fragment shaders localClément Foucault
This avoids reusing gpu shader files that have different requirements.
2022-06-02Cleanup: DRW: Added overlay_ prefix to all *.glsl files in overlay/shadersClément Foucault
This is needed to avoid potential naming collision with other engines
2022-06-02Cleanup: DRW: Added overlay_ prefix to all *_info.hh files in overlayClément Foucault