Commit Graph

4 Commits

Author SHA1 Message Date
a945cf4d0f DRW: Move clipping planes to their own UBO
This is part of the effor to simplify the View struct in order to implement
multiview rendering.
2022-10-07 12:43:10 +02:00
d33801e2bf Overlay: Port image empty shader to use shaderCreateInfo
This should have no functional changes.
2022-05-01 16:30:51 +02:00
Jason Fielder
49bc640b76 Metal: GLSL Shader compatibility 5
MSL does not have an implicit global scope, this is emulated via macro's adding an indirection for uniforms, attributes, shader stage inputs and outputs such as:

#define roughness shaderinst->roughness.

Variables in GLSL which exist within uniform blocks can be directly referenced via the global scope, unlike standard C++. This means that variable name pollution occurs if subsequent local variables in the code use the same name, resulting in compilation errors.

A number of these conflicting names have been renamed to ensure unique naming and no further scope pollution.

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D14452
2022-03-30 19:53:22 +02:00
5b299e5999 D13910: Workbench: Port shaders to use GPUShaderCreateInfo
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
2022-01-26 12:46:37 +01:00