Commit: 48006f8b5f72b233986f83bbd20a4370c6afd89d Author: Omar Emara Date: Fri May 20 13:00:43 2022 +0200 Branches: temp-viewport-compositor-merge https://developer.blender.org/rB48006f8b5f72b233986f83bbd20a4370c6afd89d
Viewport Compositor: Avoid using mat3 uniforms Mat3 uniforms suffer from alignment issues that are not easy to fix, so just use mat4 uniforms for such matrices. =================================================================== M source/blender/gpu/GPU_shader.h M source/blender/gpu/intern/gpu_shader.cc M source/blender/gpu/shaders/compositor/compositor_realize_on_domain.glsl M source/blender/gpu/shaders/compositor/infos/compositor_filter_info.hh M source/blender/gpu/shaders/compositor/infos/compositor_realize_on_domain_info.hh M source/blender/nodes/composite/nodes/node_composite_filter.cc M source/blender/viewport_compositor/intern/realize_on_domain_processor_operation.cc =================================================================== diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h index 461b0dbb8e4..c154f1adc8b 100644 --- a/source/blender/gpu/GPU_shader.h +++ b/source/blender/gpu/GPU_shader.h @@ -178,8 +178,8 @@ void GPU_shader_uniform_2fv(GPUShader *sh, const char *name, const float data[2] void GPU_shader_uniform_3fv(GPUShader *sh, const char *name, const float data[3]); void GPU_shader_uniform_4fv(GPUShader *sh, const char *name, const float data[4]); void GPU_shader_uniform_2iv(GPUShader *sh, const char *name, const int data[2]); -void GPU_shader_uniform_mat3(GPUShader *sh, const char *name, const float data[3][3]); void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4]); +void GPU_shader_uniform_mat3_as_mat4(GPUShader *sh, const char *name, const float data[3][3]); void GPU_shader_uniform_2fv_array(GPUShader *sh, const char *name, int len, const float (*val)[2]); void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, const float (*val)[4]); diff --git a/source/blender/gpu/intern/gpu_shader.cc b/source/blender/gpu/intern/gpu_shader.cc index 5d5c9eac768..184e4f3e60c 100644 --- a/source/blender/gpu/intern/gpu_shader.cc +++ b/source/blender/gpu/intern/gpu_shader.cc @@ -7,6 +7,7 @@ #include "MEM_guardedalloc.h" +#include "BLI_math_matrix.h" #include "BLI_string_utils.h" #include "GPU_capabilities.h" @@ -711,16 +712,17 @@ void GPU_shader_uniform_2iv(GPUShader *sh, const char *name, const int data[2]) GPU_shader_uniform_vector_int(sh, loc, 2, 1, data); } -void GPU_shader_uniform_mat3(GPUShader *sh, const char *name, const float data[3][3]) +void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4]) { const int loc = GPU_shader_get_uniform(sh, name); - GPU_shader_uniform_vector(sh, loc, 9, 1, (const float *)data); + GPU_shader_uniform_vector(sh, loc, 16, 1, (const float *)data); } -void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4]) +void GPU_shader_uniform_mat3_as_mat4(GPUShader *sh, const char *name, const float data[3][3]) { - const int loc = GPU_shader_get_uniform(sh, name); - GPU_shader_uniform_vector(sh, loc, 16, 1, (const float *)data); + float matrix[4][4]; + copy_m4_m3(matrix, data); + GPU_shader_uniform_mat4(sh, name, matrix); } void GPU_shader_uniform_2fv_array(GPUShader *sh, const char *name, int len, const float (*val)[2]) diff --git a/source/blender/gpu/shaders/compositor/compositor_realize_on_domain.glsl b/source/blender/gpu/shaders/compositor/compositor_realize_on_domain.glsl index 9a74c7489c3..860571db025 100644 --- a/source/blender/gpu/shaders/compositor/compositor_realize_on_domain.glsl +++ b/source/blender/gpu/shaders/compositor/compositor_realize_on_domain.glsl @@ -7,7 +7,7 @@ void main() /* First, transform the input image by transforming the domain coordinates with the inverse of * input image's transformation. The inverse transformation is an affine matrix and thus the * coordinates should be in homogeneous coordinates. */ - vec2 coordinates = (inverse_transformation * vec3(xy, 1.0)).xy; + vec2 coordinates = (mat3(inverse_transformation) * vec3(xy, 1.0)).xy; /* Since an input image with an identity transformation is supposed to be centered in the domain, * we subtract the offset between the lower left corners of the input image and the domain, which diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_filter_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_filter_info.hh index 6d8cb5a842b..9c3e075c965 100644 --- a/source/blender/gpu/shaders/compositor/infos/compositor_filter_info.hh +++ b/source/blender/gpu/shaders/compositor/infos/compositor_filter_info.hh @@ -5,7 +5,7 @@ GPU_SHADER_CREATE_INFO(compositor_filter) .local_group_size(16, 16) - .push_constant(Type::MAT3, "kernel") + .push_constant(Type::MAT4, "kernel") .sampler(0, ImageType::FLOAT_2D, "input_image") .sampler(1, ImageType::FLOAT_2D, "factor") .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_image") diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_realize_on_domain_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_realize_on_domain_info.hh index 92e74448fda..249a0cd974c 100644 --- a/source/blender/gpu/shaders/compositor/infos/compositor_realize_on_domain_info.hh +++ b/source/blender/gpu/shaders/compositor/infos/compositor_realize_on_domain_info.hh @@ -5,7 +5,7 @@ GPU_SHADER_CREATE_INFO(compositor_realize_on_domain_shared) .local_group_size(16, 16) - .push_constant(Type::MAT3, "inverse_transformation") + .push_constant(Type::MAT4, "inverse_transformation") .sampler(0, ImageType::FLOAT_2D, "input_sampler") .compute_source("compositor_realize_on_domain.glsl"); diff --git a/source/blender/nodes/composite/nodes/node_composite_filter.cc b/source/blender/nodes/composite/nodes/node_composite_filter.cc index 014684d2b63..695950102ef 100644 --- a/source/blender/nodes/composite/nodes/node_composite_filter.cc +++ b/source/blender/nodes/composite/nodes/node_composite_filter.cc @@ -52,7 +52,7 @@ class FilterOperation : public NodeOperation { float kernel[3][3]; get_filter_kernel(kernel); - GPU_shader_uniform_mat3(shader, "kernel", kernel); + GPU_shader_uniform_mat3_as_mat4(shader, "kernel", kernel); const Result &input_image = get_input("Image"); input_image.bind_as_texture(shader, "input_image"); diff --git a/source/blender/viewport_compositor/intern/realize_on_domain_processor_operation.cc b/source/blender/viewport_compositor/intern/realize_on_domain_processor_operation.cc index da4c29d1561..3d8182f8707 100644 --- a/source/blender/viewport_compositor/intern/realize_on_domain_processor_operation.cc +++ b/source/blender/viewport_compositor/intern/realize_on_domain_processor_operation.cc @@ -50,7 +50,7 @@ void RealizeOnDomainProcessorOperation::execute() const float3x3 inverse_transformation = transformation.inverted(); /* Set the inverse of the transform to the shader. */ - GPU_shader_uniform_mat3(shader, "inverse_transformation", inverse_transformation.ptr()); + GPU_shader_uniform_mat3_as_mat4(shader, "inverse_transformation", inverse_transformation.ptr()); /* The texture sampler should use bilinear interpolation for both the bilinear and bicubic * cases, as the logic used by the bicubic realization shader expects textures to use bilinear _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org List details, subscription details or unsubscribe: https://lists.blender.org/mailman/listinfo/bf-blender-cvs