Fix T46128: High Quality DoF broken

The issue was caused by some special tricks needed to compile OpenSubdiv shader
which was using stupid check whether geometry shader is used or not.

Now made it more explicit call whether special OpenSubdiv trickery is needed or
not.

Its not ideal solution, but it's not really easy to do a proper solution for
this, because while we can do half of the work with if-defs in the shader code
but we'll still need to somewhat define layout of the input blocks which isn't
really doable with current shader version we're using.
This commit is contained in:
2015-09-16 22:38:46 +05:00
parent 89de6e9eac
commit 1fa3bd6148
3 changed files with 52 additions and 4 deletions

View File

@@ -204,6 +204,19 @@ void GPU_program_unbind(GPUProgram *);
* - must call texture bind before setting a texture as uniform! */
GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const char *geocode, const char *libcode, const char *defines, int input, int output, int number);
enum {
GPU_SHADER_FLAGS_NONE = 0,
GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV = (1 << 0),
};
GPUShader *GPU_shader_create_ex(const char *vertexcode,
const char *fragcode,
const char *geocode,
const char *libcode,
const char *defines,
int input,
int output,
int number,
const int flags);
void GPU_shader_free(GPUShader *shader);
void GPU_shader_bind(GPUShader *shader);

View File

@@ -1615,7 +1615,16 @@ GPUPass *GPU_generate_pass(ListBase *nodes, GPUNodeLink *outlink,
fragmentcode = code_generate_fragment(nodes, outlink->output);
vertexcode = code_generate_vertex(nodes, type);
geometrycode = code_generate_geometry(nodes, use_opensubdiv);
shader = GPU_shader_create(vertexcode, fragmentcode, geometrycode, glsl_material_library, NULL, 0, 0, 0);
shader = GPU_shader_create_ex(vertexcode,
fragmentcode,
geometrycode,
glsl_material_library,
NULL,
0,
0,
0,
use_opensubdiv ? GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV
: GPU_SHADER_FLAGS_NONE);
/* failed? */
if (!shader) {

View File

@@ -1681,16 +1681,42 @@ void GPU_program_parameter_4f(GPUProgram *program, unsigned int location, float
glProgramLocalParameter4fARB(program->type, location, x, y, z, w);
}
GPUShader *GPU_shader_create(const char *vertexcode,
const char *fragcode,
const char *geocode,
const char *libcode,
const char *defines,
int input,
int output,
int number)
{
return GPU_shader_create_ex(vertexcode,
fragcode,
geocode,
libcode,
defines,
input,
output,
number,
GPU_SHADER_FLAGS_NONE);
}
GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const char *geocode, const char *libcode, const char *defines, int input, int output, int number)
GPUShader *GPU_shader_create_ex(const char *vertexcode,
const char *fragcode,
const char *geocode,
const char *libcode,
const char *defines,
int input,
int output,
int number,
const int flags)
{
#ifdef WITH_OPENSUBDIV
/* TODO(sergey): used to add #version 150 to the geometry shader.
* Could safely be renamed to "use_geometry_code" since it's very
* likely any of geometry code will want to use GLSL 1.5.
*/
bool use_opensubdiv = geocode != NULL;
bool use_opensubdiv = (flags & GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV) != 0;
#else
bool use_opensubdiv = false;
#endif