Fix: Use ShaderCreateInfo for Cycles fallback display. #104971

Closed
Jason Fielder wants to merge 1 commits from Jason-Fielder:CyclesFallbackDisplayShader_CreateInfo into main

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5 changed files with 32 additions and 35 deletions

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@ -54,44 +54,10 @@ int BlenderDisplayShader::get_tex_coord_attrib_location()
/* --------------------------------------------------------------------
* BlenderFallbackDisplayShader.
*/
/* TODO move shaders to standalone .glsl file. */
static const char *FALLBACK_VERTEX_SHADER =
"uniform vec2 fullscreen;\n"
"in vec2 texCoord;\n"
"in vec2 pos;\n"
"out vec2 texCoord_interp;\n"
"\n"
"vec2 normalize_coordinates()\n"
"{\n"
" return (vec2(2.0) * (pos / fullscreen)) - vec2(1.0);\n"
"}\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = vec4(normalize_coordinates(), 0.0, 1.0);\n"
" texCoord_interp = texCoord;\n"
"}\n\0";
static const char *FALLBACK_FRAGMENT_SHADER =
"uniform sampler2D image_texture;\n"
"in vec2 texCoord_interp;\n"
"out vec4 fragColor;\n"
"\n"
"void main()\n"
"{\n"
" fragColor = texture(image_texture, texCoord_interp);\n"
"}\n\0";
static GPUShader *compile_fallback_shader(void)
{
/* NOTE: Compilation errors are logged to console. */
GPUShader *shader = GPU_shader_create(FALLBACK_VERTEX_SHADER,
FALLBACK_FRAGMENT_SHADER,
nullptr,
nullptr,
nullptr,
"FallbackCyclesBlitShader");
GPUShader *shader = GPU_shader_create_from_info_name("gpu_shader_cycles_display_fallback");
return shader;
}

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@ -498,6 +498,9 @@ set(GLSL_SRC
shaders/gpu_shader_gpencil_stroke_frag.glsl
shaders/gpu_shader_gpencil_stroke_geom.glsl
shaders/gpu_shader_display_fallback_vert.glsl
shaders/gpu_shader_display_fallback_frag.glsl
shaders/gpu_shader_cfg_world_clip_lib.glsl
shaders/gpu_shader_colorspace_lib.glsl

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@ -0,0 +1,5 @@
void main()
{
fragColor = texture(image_texture, texCoord_interp);
}

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@ -0,0 +1,11 @@
vec2 normalize_coordinates()
{
return (vec2(2.0) * (pos / fullscreen)) - vec2(1.0);
}
void main()
{
gl_Position = vec4(normalize_coordinates(), 0.0, 1.0);
texCoord_interp = texCoord;
}

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@ -22,3 +22,15 @@ GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_overlays_merge)
.vertex_source("gpu_shader_2D_image_vert.glsl")
.fragment_source("gpu_shader_image_overlays_merge_frag.glsl")
.do_static_compilation(true);
/* Cycles display driver fallback shader. */
GPU_SHADER_CREATE_INFO(gpu_shader_cycles_display_fallback)
.vertex_in(0, Type::VEC2, "pos")
.vertex_in(1, Type::VEC2, "texCoord")
.vertex_out(smooth_tex_coord_interp_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.push_constant(Type::VEC2, "fullscreen")
.sampler(0, ImageType::FLOAT_2D, "image_texture")
.vertex_source("gpu_shader_display_fallback_vert.glsl")
.fragment_source("gpu_shader_display_fallback_frag.glsl")
.do_static_compilation(true);