Commit: 18b45aabf91ad0a407e8c7cd16c5503e7a99d6fa Author: Jason Fielder Date: Thu Sep 22 17:52:44 2022 +0200 Branches: master https://developer.blender.org/rB18b45aabf91ad0a407e8c7cd16c5503e7a99d6fa
Metal: GLSL shader compatibility changes for global uniform and interface 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 =================================================================== M intern/opencolorio/gpu_shader_display_transform_frag.glsl M source/blender/draw/engines/overlay/overlay_armature.cc M source/blender/draw/engines/overlay/overlay_background.cc M source/blender/draw/engines/overlay/overlay_edit_text.cc M source/blender/draw/engines/overlay/overlay_edit_uv.cc M source/blender/draw/engines/overlay/overlay_extra.cc M source/blender/draw/engines/overlay/overlay_fade.cc M source/blender/draw/engines/overlay/overlay_grid.cc M source/blender/draw/engines/overlay/overlay_image.cc M source/blender/draw/engines/overlay/overlay_mode_transfer.cc M source/blender/draw/engines/overlay/overlay_paint.cc M source/blender/draw/engines/overlay/shaders/infos/overlay_background_info.hh M source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh M source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh M source/blender/draw/engines/overlay/shaders/infos/overlay_grid_info.hh M source/blender/draw/engines/overlay/shaders/infos/overlay_paint_info.hh M source/blender/draw/engines/overlay/shaders/overlay_extra_point_vert.glsl M source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl M source/blender/draw/engines/overlay/shaders/overlay_uniform_color_frag.glsl M source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl M source/blender/draw/intern/shaders/common_smaa_lib.glsl M source/blender/gpu/shaders/gpu_shader_3D_polyline_frag.glsl M source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl M source/blender/gpu/shaders/gpu_shader_3D_polyline_vert.glsl M source/blender/gpu/shaders/infos/gpu_shader_3D_polyline_info.hh =================================================================== diff --git a/intern/opencolorio/gpu_shader_display_transform_frag.glsl b/intern/opencolorio/gpu_shader_display_transform_frag.glsl index 3c2352c13ba..92cf9b013fd 100644 --- a/intern/opencolorio/gpu_shader_display_transform_frag.glsl +++ b/intern/opencolorio/gpu_shader_display_transform_frag.glsl @@ -130,8 +130,10 @@ vec4 apply_dither(vec4 col, vec2 uv) * \{ */ /* Prototypes: Implementation is generaterd and defined after. */ +#ifndef GPU_METAL /* Forward declaration invalid in MSL. */ vec4 OCIO_to_scene_linear(vec4 pixel); vec4 OCIO_to_display(vec4 pixel); +#endif vec4 OCIO_ProcessColor(vec4 col, vec4 col_overlay) { diff --git a/source/blender/draw/engines/overlay/overlay_armature.cc b/source/blender/draw/engines/overlay/overlay_armature.cc index 1e10fc7cd20..494fd3739d7 100644 --- a/source/blender/draw/engines/overlay/overlay_armature.cc +++ b/source/blender/draw/engines/overlay/overlay_armature.cc @@ -140,11 +140,11 @@ void OVERLAY_armature_cache_init(OVERLAY_Data *vedata) pd->armature_bone_select_act_grp = grp = DRW_shgroup_create(sh, psl->armature_bone_select_ps); float4 color = {0.0f, 0.0f, 0.0f, alpha}; - DRW_shgroup_uniform_vec4_copy(grp, "color", color); + DRW_shgroup_uniform_vec4_copy(grp, "ucolor", color); pd->armature_bone_select_grp = grp = DRW_shgroup_create(sh, psl->armature_bone_select_ps); color = {0.0f, 0.0f, 0.0f, powf(alpha, 4)}; - DRW_shgroup_uniform_vec4_copy(grp, "color", color); + DRW_shgroup_uniform_vec4_copy(grp, "ucolor", color); } for (int i = 0; i < 2; i++) { diff --git a/source/blender/draw/engines/overlay/overlay_background.cc b/source/blender/draw/engines/overlay/overlay_background.cc index e8bae74c70a..2442efc033e 100644 --- a/source/blender/draw/engines/overlay/overlay_background.cc +++ b/source/blender/draw/engines/overlay/overlay_background.cc @@ -89,7 +89,7 @@ void OVERLAY_background_cache_init(OVERLAY_Data *vedata) GPUShader *sh = OVERLAY_shader_clipbound(); DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->clipping_frustum_ps); - DRW_shgroup_uniform_vec4_copy(grp, "color", G_draw.block.color_clipping_border); + DRW_shgroup_uniform_vec4_copy(grp, "ucolor", G_draw.block.color_clipping_border); DRW_shgroup_uniform_vec3(grp, "boundbox", &bb->vec[0][0], 8); struct GPUBatch *cube = DRW_cache_cube_get(); diff --git a/source/blender/draw/engines/overlay/overlay_edit_text.cc b/source/blender/draw/engines/overlay/overlay_edit_text.cc index f541619ccdd..ebadaa530e4 100644 --- a/source/blender/draw/engines/overlay/overlay_edit_text.cc +++ b/source/blender/draw/engines/overlay/overlay_edit_text.cc @@ -37,7 +37,7 @@ void OVERLAY_edit_text_cache_init(OVERLAY_Data *vedata) sh = OVERLAY_shader_uniform_color(); pd->edit_text_wire_grp[i] = grp = DRW_shgroup_create(sh, psl->edit_text_wire_ps[i]); - DRW_shgroup_uniform_vec4_copy(grp, "color", G_draw.block.color_wire); + DRW_shgroup_uniform_vec4_copy(grp, "ucolor", G_draw.block.color_wire); } { /* Cursor (text caret). */ @@ -45,14 +45,14 @@ void OVERLAY_edit_text_cache_init(OVERLAY_Data *vedata) DRW_PASS_CREATE(psl->edit_text_cursor_ps, state | pd->clipping_state); sh = OVERLAY_shader_uniform_color(); pd->edit_text_cursor_grp = grp = DRW_shgroup_create(sh, psl->edit_text_cursor_ps); - DRW_shgroup_uniform_vec4(grp, "color", pd->edit_text.cursor_color, 1); + DRW_shgroup_uniform_vec4(grp, "ucolor", pd->edit_text.cursor_color, 1); /* Selection boxes. */ state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA; DRW_PASS_CREATE(psl->edit_text_selection_ps, state | pd->clipping_state); sh = OVERLAY_shader_uniform_color(); pd->edit_text_selection_grp = grp = DRW_shgroup_create(sh, psl->edit_text_selection_ps); - DRW_shgroup_uniform_vec4(grp, "color", pd->edit_text.selection_color, 1); + DRW_shgroup_uniform_vec4(grp, "ucolor", pd->edit_text.selection_color, 1); /* Highlight text within selection boxes. */ state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA | DRW_STATE_DEPTH_GREATER_EQUAL | diff --git a/source/blender/draw/engines/overlay/overlay_edit_uv.cc b/source/blender/draw/engines/overlay/overlay_edit_uv.cc index c173201b271..25fa25c611d 100644 --- a/source/blender/draw/engines/overlay/overlay_edit_uv.cc +++ b/source/blender/draw/engines/overlay/overlay_edit_uv.cc @@ -116,10 +116,10 @@ void OVERLAY_edit_uv_init(OVERLAY_Data *vedata) const bool show_modified_uvs = sima->flag & SI_DRAWSHADOW; const bool is_tiled_image = image && (image->source == IMA_SRC_TILED); const bool do_edges_only = (ts->uv_flag & UV_SYNC_SELECTION) ? - /* NOTE: Ignore #SCE_SELECT_EDGE because a single selected edge - * on the mesh may cause single UV vertices to be selected. */ - false : - (ts->uv_selectmode == UV_SELECT_EDGE); + /* NOTE: Ignore #SCE_SELECT_EDGE because a single selected edge + * on the mesh may cause single UV vertices to be selected. */ + false : + (ts->uv_selectmode == UV_SELECT_EDGE); const bool do_faces = ((sima->flag & SI_NO_DRAWFACES) == 0); const bool do_face_dots = (ts->uv_flag & UV_SYNC_SELECTION) ? (ts->selectmode & SCE_SELECT_FACE) != 0 : @@ -301,7 +301,7 @@ void OVERLAY_edit_uv_cache_init(OVERLAY_Data *vedata) srgb_to_linearrgb_v4(selected_color, selected_color); DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->edit_uv_tiled_image_borders_ps); - DRW_shgroup_uniform_vec4_copy(grp, "color", theme_color); + DRW_shgroup_uniform_vec4_copy(grp, "ucolor", theme_color); const float3 offset = {0.0f, 0.0f, 0.0f}; DRW_shgroup_uniform_vec3_copy(grp, "offset", offset); diff --git a/source/blender/draw/engines/overlay/overlay_extra.cc b/source/blender/draw/engines/overlay/overlay_extra.cc index 3e9855720b3..f0665f7e90f 100644 --- a/source/blender/draw/engines/overlay/overlay_extra.cc +++ b/source/blender/draw/engines/overlay/overlay_extra.cc @@ -195,23 +195,23 @@ void OVERLAY_extra_cache_init(OVERLAY_Data *vedata) DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); grp_sub = DRW_shgroup_create_sub(grp); - DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.color_active); + DRW_shgroup_uniform_vec4_copy(grp_sub, "ucolor", G_draw.block.color_active); cb->center_active = BUF_POINT(grp_sub, format); grp_sub = DRW_shgroup_create_sub(grp); - DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.color_select); + DRW_shgroup_uniform_vec4_copy(grp_sub, "ucolor", G_draw.block.color_select); cb->center_selected = BUF_POINT(grp_sub, format); grp_sub = DRW_shgroup_create_sub(grp); - DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.color_deselect); + DRW_shgroup_uniform_vec4_copy(grp_sub, "ucolor", G_draw.block.color_deselect); cb->center_deselected = BUF_POINT(grp_sub, format); grp_sub = DRW_shgroup_create_sub(grp); - DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.color_library_select); + DRW_shgroup_uniform_vec4_copy(grp_sub, "ucolor", G_draw.block.color_library_select); cb->center_selected_lib = BUF_POINT(grp_sub, format); grp_sub = DRW_shgroup_create_sub(grp); - DRW_shgroup_uniform_vec4_copy(grp_sub, "color", G_draw.block.color_library); + DRW_shgroup_uniform_vec4_copy(grp_sub, "ucolor", G_draw.block.color_library); cb->center_deselected_lib = BUF_POINT(grp_sub, format); } } diff --git a/source/blender/draw/engines/overlay/overlay_fade.cc b/source/blender/draw/engines/overlay/overlay_fade.cc index 138226c3e2e..ee5540d91eb 100644 --- a/source/blender/draw/engines/overlay/overlay_fade.cc +++ b/source/blender/draw/engines/overlay/overlay_fade.cc @@ -36,7 +36,7 @@ void OVERLAY_fade_cache_init(OVERLAY_Data *vedata) if (draw_ctx->v3d->shading.background_type == V3D_SHADING_BACKGROUND_THEME) { srgb_to_linearrgb_v4(color, color); } - DRW_shgroup_uniform_vec4_copy(pd->fade_grp[i], "color", color); + DRW_shgroup_uniform_vec4_copy(pd->fade_grp[i], "ucolor", color); } if (!pd->use_in_front) { diff --git a/source/blender/draw/engines/overlay/overlay_grid.cc b/source/blender/draw/engines/overlay/overlay_grid.cc index 89fc6ec2eb7..d1958205a10 100644 --- a/source/blender/draw/engines/overlay/overlay_grid.cc +++ b/source/blender/draw/engines/overlay/overlay_grid.cc @@ -290,7 +290,7 @@ void OVERLAY_grid_cache_init(OVERLAY_Data *ved) /* add wire border */ GPUShader *sh = OVERLAY_shader_grid_image(); DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->grid_ps); - DRW_shgroup_uniform_vec4_copy(grp, "color", theme_color); + DRW_shgroup_uniform_vec4_copy(grp, "ucolor", theme_color); unit_m4(mat); for (int x = 0; x < grid->size[0]; x++) { mat[3][0] = x; diff --git a/source/blender/draw/engines/overlay/overlay_image.cc b/source/blender/draw/engines/overlay/overlay_image.cc index dff30eed620..47587319098 100644 --- a/source/blender/draw/engines/overlay/overlay_image.cc +++ b/source/blender/draw/engines/overlay/overlay_image.cc @@ -349,7 +349,7 @@ void OVERLAY_image_camera_cache_populate(OVERLAY_Data *vedata, Object *ob) DRW_shgroup_uniform_bool_copy(grp, "imgAlphaBlend", true); DRW_shgroup_uniform_bool_copy(grp, "isCameraBackground", true); DRW_shgroup_uniform_bool_copy(grp, "depthSet", true); - DRW_shgroup_uniform_vec4_copy(grp, "color", color_premult_alpha); + DRW_shgroup_uniform_vec4_copy(grp, "ucolor", color_premult_alpha); DRW_shgroup_call_obmat(grp, DRW_cache_quad_get(), mat); } } @@ -435,7 +435,7 @@ void OVERLAY_image_empty_cache_populate(OVERLAY_Data *vedata, Object *ob) DRW_shgroup_uniform_bool_copy(grp, "imgAlphaBlend", use_alpha_blend); DRW_shgroup_uniform_bool_copy(grp, "isCameraBackground", false); DRW_shgroup_uniform_bool_copy(grp, "depthSet", depth_mode != OB_EMPTY_IMAGE_DEPTH_DEF @@ Diff output truncated at 10240 characters. @@ _______________________________________________ Bf-blender-cvs mailing list [email protected] List details, subscription details or unsubscribe: https://lists.blender.org/mailman/listinfo/bf-blender-cvs
