Route cause was data alignment mismatch between GPU and CPU. This mismatch would not allow us to bind the UBO where data wasn't available on the GPU. Fixed by using float4 in stead of float2. This could eventually be packed, but that would lead to less readable code.
92 lines
2.2 KiB
C++
92 lines
2.2 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2022 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*/
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#ifndef USE_GPU_SHADER_CREATE_INFO
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# include "intern/gpu_shader_shared_utils.h"
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#endif
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#ifdef __cplusplus
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using blender::float2;
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using blender::float3;
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using blender::float4;
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using blender::float4x4;
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#endif
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struct NodeLinkData {
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float4 colors[3];
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/* bezierPts Is actually a float2, but due to std140 each element needs to be aligned to 16
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* bytes. */
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float4 bezierPts[4];
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bool1 doArrow;
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bool1 doMuted;
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float dim_factor;
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float thickness;
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float dash_factor;
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float dash_alpha;
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float expandSize;
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float arrowSize;
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};
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BLI_STATIC_ASSERT_ALIGN(struct NodeLinkData, 16)
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struct NodeLinkInstanceData {
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float4 colors[6];
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float expandSize;
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float arrowSize;
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float2 _pad;
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};
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BLI_STATIC_ASSERT_ALIGN(struct NodeLinkInstanceData, 16)
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struct GPencilStrokeData {
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float2 viewport;
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float pixsize;
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float objscale;
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float pixfactor;
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int xraymode;
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int caps_start;
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int caps_end;
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bool1 keep_size;
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bool1 fill_stroke;
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float2 _pad;
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};
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BLI_STATIC_ASSERT_ALIGN(struct GPencilStrokeData, 16)
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struct GPUClipPlanes {
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float4x4 ModelMatrix;
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float4 world[6];
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};
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BLI_STATIC_ASSERT_ALIGN(struct GPUClipPlanes, 16)
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struct SimpleLightingData {
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float4 color;
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float3 light;
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float _pad;
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};
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BLI_STATIC_ASSERT_ALIGN(struct SimpleLightingData, 16)
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#define MAX_CALLS 16
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struct MultiRectCallData {
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float4 calls_data[MAX_CALLS * 3];
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};
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BLI_STATIC_ASSERT_ALIGN(struct MultiRectCallData, 16)
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