DRW: Add missing depth_write to certain shader create info

These are required by the Metal backend.
This commit is contained in:
Clément Foucault
2022-11-27 22:57:54 +01:00
parent 5b4efaeeb3
commit 57a20b6d52
6 changed files with 7 additions and 1 deletions

View File

@@ -43,6 +43,7 @@ GPU_SHADER_CREATE_INFO(gpencil_geometry)
.vertex_out(gpencil_geometry_iface)
.vertex_source("gpencil_vert.glsl")
.fragment_source("gpencil_frag.glsl")
.depth_write(DepthWrite::ANY)
.additional_info("draw_gpencil");
/** \} */
@@ -79,6 +80,7 @@ GPU_SHADER_CREATE_INFO(gpencil_depth_merge)
.sampler(0, ImageType::DEPTH_2D, "depthBuf")
.vertex_source("gpencil_depth_merge_vert.glsl")
.fragment_source("gpencil_depth_merge_frag.glsl")
.depth_write(DepthWrite::ANY)
.additional_info("draw_view");
/** \} */

View File

@@ -29,4 +29,5 @@ GPU_SHADER_CREATE_INFO(image_engine_depth_shader)
.vertex_source("image_engine_depth_vert.glsl")
.fragment_source("image_engine_depth_frag.glsl")
.additional_info("draw_modelmat")
.depth_write(DepthWrite::ANY)
.do_static_compilation(true);

View File

@@ -45,7 +45,7 @@ GPU_SHADER_CREATE_INFO(overlay_armature_sphere_solid)
/* Per instance. */
.vertex_in(1, Type::VEC4, "color")
.vertex_in(2, Type::MAT4, "inst_obmat")
// .depth_layout(DepthLayout::GREATER) /* TODO */
.depth_write(DepthWrite::GREATER)
.vertex_out(overlay_armature_sphere_solid_iface)
.vertex_source("overlay_armature_sphere_solid_vert.glsl")
.fragment_source("overlay_armature_sphere_solid_frag.glsl")

View File

@@ -72,6 +72,7 @@ GPU_SHADER_CREATE_INFO(overlay_outline_prepass_gpencil)
/* Using uint because 16bit uint can contain more ids than int. */
.fragment_out(0, Type::UINT, "out_object_id")
.fragment_source("overlay_outline_prepass_gpencil_frag.glsl")
.depth_write(DepthWrite::ANY)
.additional_info("draw_gpencil", "draw_resource_handle", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_outline_prepass_gpencil_clipped)

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@@ -27,6 +27,7 @@ GPU_SHADER_CREATE_INFO(overlay_wireframe)
.fragment_source("overlay_wireframe_frag.glsl")
.fragment_out(0, Type::VEC4, "fragColor")
.fragment_out(1, Type::VEC4, "lineOutput")
.depth_write(DepthWrite::ANY)
.additional_info("draw_mesh", "draw_object_infos", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_wireframe_clipped)

View File

@@ -7,4 +7,5 @@ GPU_SHADER_CREATE_INFO(workbench_merge_infront)
.sampler(0, ImageType::DEPTH_2D, "depthBuffer")
.fragment_source("workbench_merge_infront_frag.glsl")
.additional_info("draw_fullscreen")
.depth_write(DepthWrite::ANY)
.do_static_compilation(true);