Detected when running OpenGL compositor tests. The far near distances push constant only attached a single float in stead of two. Fixed by using float2. Pull Request: https://projects.blender.org/blender/blender/pulls/134019
52 lines
1.2 KiB
C++
52 lines
1.2 KiB
C++
/* SPDX-FileCopyrightText: 2021 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup draw_engine
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*/
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#pragma once
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#include "DNA_camera_types.h"
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#include "DNA_image_types.h"
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#include "DNA_scene_types.h"
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#include "BLI_math_vector.h"
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#include "IMB_imbuf_types.hh"
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#include "BKE_image.hh"
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#include "image_enums.hh"
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#include "image_space.hh"
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namespace blender::image_engine {
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struct ShaderParameters {
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ImageDrawFlags flags = ImageDrawFlags::DEFAULT;
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float4 shuffle;
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float2 far_near;
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bool use_premul_alpha = false;
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void update(AbstractSpaceAccessor *space,
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const Scene *scene,
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::Image *image,
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ImBuf *image_buffer)
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{
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flags = ImageDrawFlags::DEFAULT;
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shuffle = float4(1.0f);
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far_near = float2(100.0f, 0.0f);
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use_premul_alpha = BKE_image_has_gpu_texture_premultiplied_alpha(image, image_buffer);
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if (scene->camera && scene->camera->type == OB_CAMERA) {
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const Camera *camera = static_cast<const Camera *>(scene->camera->data);
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far_near = float2(camera->clip_end, camera->clip_start);
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}
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space->get_shader_parameters(*this, image_buffer);
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}
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};
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} // namespace blender::image_engine
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