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2022-01-26D13910: Workbench: Port shaders to use GPUShaderCreateInfoClément Foucault
Also adds a few things to GPUShader for easily create shaders. Heavy usage of macros to compose the createInfo and avoid duplications and copy paste bugs. This makes the link between the shader request functions (in workbench_shader.cc) and the actual createInfo a bit obscure since the names are composed and not searchable. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D13910
2022-01-25Workbench: Use GPU_ARB_gpu_shader5 instead of GL variantClément Foucault
This is to be able to turn off the extension usage on demand.
2022-01-25GLShader: Fix buffer overflow caused by workaround uniformClément Foucault
In order to use a workaround builtin uniform, we need to count it just like other uniforms and give it some space in the name buffer. This also fixes extensions being added after the uniform declaration. All `#extension` directives are now part of the gl backend.
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2018-07-08Cleanup: rename 'ct' to 'len' for editorsCampbell Barton
2018-06-04Workbench: Shadows: Fix the remaining fail case.Clément Foucault
Non-manifold geom was producing inverted result when the camera was inside the shadow volume. When rendering non manifold geometry with the depth fail method, we need to emit the cap as if it was the same geometry with a virtual thickness. Another way to view it is to imagine having a set of non-manifold geometry all facing the light. So for every tri we emit a front cap oriented toward the light and the back cap pointing away from it (whatever the actual orientation of the tri). Extrusion pass stay the same as the depth pass method (double the increment if it's a manifold edge).
2018-05-27Workbench: Shadow: Add shader variant for manifold case.Clément Foucault
Totally Manifold objects only require a single increment/decrement of the stencil value. This result in less geometry generated and less overdraw.
2018-05-20Workbench: Shadow: Add Depth Fail methodClément Foucault
Also add new debug visualisation. Depth fail method is not used for the moment but has nice benefits. It will be used efficiently in the future.