16430b10f19fb13fed3d855c712e160425986d64
On some drivers, the GLSL compiler doesn't reflect the omitted `local_size_*` of a compute shader inside `gl_WorkGroupSize`. This lead to the 2D size computation of 1D workgroups to become 0 which was bypassing the parallel reduction algorithms. Ensuring `local_size_*` are always set fixes the issue. For clarity, also fix the 1D shaders to not use `gl_WorkGroupSize.y`. This also fix a copy paste error in the Metal backend. This issue affected AMD drivers on Windows. Rel #142046 Candidate for backporting to 4.5 LTS. Pull Request: https://projects.blender.org/blender/blender/pulls/144056
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Blender
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