Commit: 6b5582c7f7b9f11b70d1d33bfd8e8de9429d75c3
Author: Jeroen Bakker
Date: Mon Aug 17 10:48:31 2020 +0200
Branches: master
https://developer.blender.org/rB6b5582c7f7b9f11b70d1d33bfd8e8de9429d75c3
Fix: Workbench Depth Of Field Crash
Depth of field compilation failed due to recent refactoring. This only
happened in blender 2.91. This change uses the shader lib to find
dependencies.
===================================================================
M
source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
M source/blender/draw/engines/workbench/workbench_shader.c
===================================================================
diff --git
a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
index 71816f6ff6e..899ada852f9 100644
---
a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
+++
b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl
@@ -1,4 +1,4 @@
-
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
/**
diff --git a/source/blender/draw/engines/workbench/workbench_shader.c
b/source/blender/draw/engines/workbench/workbench_shader.c
index 9cc5087bd36..af3b5d31b2b 100644
--- a/source/blender/draw/engines/workbench/workbench_shader.c
+++ b/source/blender/draw/engines/workbench/workbench_shader.c
@@ -380,24 +380,26 @@ void workbench_shader_depth_of_field_get(GPUShader
**prepare_sh,
GPUShader **resolve_sh)
{
if (e_data.dof_prepare_sh == NULL) {
- char *frag = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_workbench_effect_dof_frag_glsl);
- e_data.dof_prepare_sh = DRW_shader_create_fullscreen(frag, "#define
PREPARE\n");
- e_data.dof_downsample_sh = DRW_shader_create_fullscreen(frag, "#define
DOWNSAMPLE\n");
+ e_data.dof_prepare_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define
PREPARE\n");
+ e_data.dof_downsample_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define
DOWNSAMPLE\n");
#if 0 /* TODO(fclem) finish COC min_max optimization */
- e_data.dof_flatten_v_sh = DRW_shader_create_fullscreen(frag,
- "#define
FLATTEN_VERTICAL\n");
- e_data.dof_flatten_h_sh = DRW_shader_create_fullscreen(frag,
- "#define
FLATTEN_HORIZONTAL\n");
- e_data.dof_dilate_v_sh = DRW_shader_create_fullscreen(frag,
- "#define
DILATE_VERTICAL\n");
- e_data.dof_dilate_h_sh = DRW_shader_create_fullscreen(frag,
- "#define
DILATE_HORIZONTAL\n");
+ e_data.dof_flatten_v_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define
FLATTEN_VERTICAL\n");
+ e_data.dof_flatten_h_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define
FLATTEN_HORIZONTAL\n");
+ e_data.dof_dilate_v_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define
DILATE_VERTICAL\n");
+ e_data.dof_dilate_h_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define
DILATE_HORIZONTAL\n");
#endif
- e_data.dof_blur1_sh = DRW_shader_create_fullscreen(frag, "#define
BLUR1\n");
- e_data.dof_blur2_sh = DRW_shader_create_fullscreen(frag, "#define
BLUR2\n");
- e_data.dof_resolve_sh = DRW_shader_create_fullscreen(frag, "#define
RESOLVE\n");
- MEM_freeN(frag);
+ e_data.dof_blur1_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define BLUR1\n");
+ e_data.dof_blur2_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define BLUR2\n");
+ e_data.dof_resolve_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define
RESOLVE\n");
}
*prepare_sh = e_data.dof_prepare_sh;
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