DrawManager: Resolve Assert in Image Engine

Tiled texture uses different texture structure than normal textures.
Normally we add dummy textures and use them, but I found it cleaner to
have 2 shaders and use the correct shader.
This commit is contained in:
Jeroen Bakker 2020-09-14 09:46:30 +02:00
parent 9bc1d7a6de
commit c6210f9bac
Notes: blender-bot 2023-02-14 10:04:50 +01:00
Referenced by commit d8a7d9deeb, Fix Unreported: Repeat Image Regression
5 changed files with 34 additions and 27 deletions

View File

@ -42,8 +42,7 @@
#define SIMA_DRAW_FLAG_APPLY_ALPHA (1 << 1)
#define SIMA_DRAW_FLAG_SHUFFLING (1 << 2)
#define SIMA_DRAW_FLAG_DEPTH (1 << 3)
#define SIMA_DRAW_FLAG_TILED (1 << 4)
#define SIMA_DRAW_FLAG_DO_REPEAT (1 << 5)
#define SIMA_DRAW_FLAG_DO_REPEAT (1 << 4)
static void image_cache_image_add(DRWShadingGroup *grp, Image *image)
{
@ -179,10 +178,9 @@ static void image_cache_image(IMAGE_Data *vedata, Image *image, ImageUser *iuser
draw_flags |= SIMA_DRAW_FLAG_APPLY_ALPHA;
}
GPUShader *shader = IMAGE_shader_image_get();
GPUShader *shader = IMAGE_shader_image_get(is_tiled_texture);
DRWShadingGroup *shgrp = DRW_shgroup_create(shader, psl->image_pass);
if (tex_tile_data != NULL) {
draw_flags |= SIMA_DRAW_FLAG_TILED;
if (is_tiled_texture) {
DRW_shgroup_uniform_texture_ex(shgrp, "imageTileArray", pd->texture, state);
DRW_shgroup_uniform_texture(shgrp, "imageTileData", tex_tile_data);
}

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@ -60,7 +60,7 @@ typedef struct IMAGE_Data {
} IMAGE_Data;
/* image_shader.c */
GPUShader *IMAGE_shader_image_get(void);
GPUShader *IMAGE_shader_image_get(bool is_tiled_image);
void IMAGE_shader_library_ensure(void);
void IMAGE_shader_free(void);

View File

@ -37,7 +37,7 @@ extern char datatoc_engine_image_frag_glsl[];
extern char datatoc_engine_image_vert_glsl[];
typedef struct IMAGE_Shaders {
GPUShader *image_sh;
GPUShader *image_sh[2];
} IMAGE_Shaders;
static struct {
@ -56,14 +56,19 @@ void IMAGE_shader_library_ensure(void)
}
}
GPUShader *IMAGE_shader_image_get(void)
GPUShader *IMAGE_shader_image_get(bool is_tiled_image)
{
const int index = is_tiled_image ? 1 : 0;
IMAGE_Shaders *sh_data = &e_data.shaders;
if (!sh_data->image_sh) {
sh_data->image_sh = DRW_shader_create_with_shaderlib(
datatoc_engine_image_vert_glsl, NULL, datatoc_engine_image_frag_glsl, e_data.lib, NULL);
if (!sh_data->image_sh[index]) {
sh_data->image_sh[index] = DRW_shader_create_with_shaderlib(
datatoc_engine_image_vert_glsl,
NULL,
datatoc_engine_image_frag_glsl,
e_data.lib,
is_tiled_image ? "#define TILED_IMAGE\n" : NULL);
}
return sh_data->image_sh;
return sh_data->image_sh[index];
}
void IMAGE_shader_free(void)

View File

@ -5,12 +5,14 @@
#define SIMA_DRAW_FLAG_APPLY_ALPHA (1 << 1)
#define SIMA_DRAW_FLAG_SHUFFLING (1 << 2)
#define SIMA_DRAW_FLAG_DEPTH (1 << 3)
#define SIMA_DRAW_FLAG_TILED (1 << 4)
#define SIMA_DRAW_FLAG_DO_REPEAT (1 << 5)
#define SIMA_DRAW_FLAG_DO_REPEAT (1 << 4)
#ifdef TILED_IMAGE
uniform sampler2DArray imageTileArray;
uniform sampler1DArray imageTileData;
#else
uniform sampler2D imageTexture;
#endif
uniform bool imgPremultiplied;
uniform int drawFlags;
@ -25,6 +27,7 @@ in vec2 uvs;
out vec4 fragColor;
#ifdef TILED_IMAGE
/* TODO(fclem) deduplicate code. */
bool node_tex_tile_lookup(inout vec3 co, sampler2DArray ima, sampler1DArray map)
{
@ -50,26 +53,26 @@ bool node_tex_tile_lookup(inout vec3 co, sampler2DArray ima, sampler1DArray map)
co = vec3(((co.xy - tile_pos) * tile_info.zw) + tile_info.xy, tile_layer);
return true;
}
#endif
void main()
{
vec4 tex_color;
/* Read texture */
if ((drawFlags & SIMA_DRAW_FLAG_TILED) != 0) {
vec3 co = vec3(uvs, 0.0);
if (node_tex_tile_lookup(co, imageTileArray, imageTileData)) {
tex_color = texture(imageTileArray, co);
}
else {
tex_color = vec4(1.0, 0.0, 1.0, 1.0);
}
#ifdef TILED_IMAGE
vec3 co = vec3(uvs, 0.0);
if (node_tex_tile_lookup(co, imageTileArray, imageTileData)) {
tex_color = texture(imageTileArray, co);
}
else {
vec2 uvs_clamped = ((drawFlags & SIMA_DRAW_FLAG_DO_REPEAT) != 0) ?
fract(uvs) :
clamp(uvs, vec2(0.0), vec2(1.0));
tex_color = texture(imageTexture, uvs_clamped);
tex_color = vec4(1.0, 0.0, 1.0, 1.0);
}
#else
vec2 uvs_clamped = ((drawFlags & SIMA_DRAW_FLAG_DO_REPEAT) != 0) ?
fract(uvs) :
clamp(uvs, vec2(0.0), vec2(1.0));
tex_color = texture(imageTexture, uvs_clamped);
#endif
if ((drawFlags & SIMA_DRAW_FLAG_APPLY_ALPHA) != 0) {
if (!imgPremultiplied && tex_color.a != 0.0 && tex_color.a != 1.0) {

View File

@ -156,7 +156,8 @@ TEST_F(DrawTest, image_glsl_shaders)
{
IMAGE_shader_library_ensure();
EXPECT_NE(IMAGE_shader_image_get(), nullptr);
EXPECT_NE(IMAGE_shader_image_get(false), nullptr);
EXPECT_NE(IMAGE_shader_image_get(true), nullptr);
IMAGE_shader_free();
}