Revert "DrawManager: Use Compute Shader to Update Hair."

This reverts commit 8f9599d17e.

Mac seems to have an error with this change.
```
                 ERROR: /Users/blender/git/blender-vdev/blender.git/source/blender/draw/intern/draw_hair.c:115:44: error: use of undeclared identifier 'shader_src'
                 ERROR: /Users/blender/git/blender-vdev/blender.git/source/blender/draw/intern/draw_hair.c:123:13: error: use of undeclared identifier 'shader_src'
                 ERROR: make[2]: *** [source/blender/draw/CMakeFiles/bf_draw.dir/intern/draw_hair.c.o] Error 1
                 ERROR: make[1]: *** [source/blender/draw/CMakeFiles/bf_draw.dir/all] Error 2
                 ERROR: make: *** [all] Error 2

```
This commit is contained in:
Jeroen Bakker 2021-05-26 20:32:05 +02:00
parent 7438f0c6c0
commit 2c607ec2f6
Notes: blender-bot 2023-02-14 07:47:59 +01:00
Referenced by issue #88614, Mixdown crashes Blender 2.92.0 and 3.0.0 Alpha
14 changed files with 82 additions and 292 deletions

View File

@ -321,7 +321,6 @@ data_to_c_simple(intern/shaders/common_globals_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_pointcloud_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_hair_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_hair_refine_vert.glsl SRC)
data_to_c_simple(intern/shaders/common_hair_refine_comp.glsl SRC)
data_to_c_simple(intern/shaders/common_math_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_math_geom_lib.glsl SRC)
data_to_c_simple(intern/shaders/common_view_lib.glsl SRC)

View File

@ -438,10 +438,6 @@ void DRW_shgroup_call_range(
void DRW_shgroup_call_instance_range(
DRWShadingGroup *shgroup, Object *ob, struct GPUBatch *geom, uint i_sta, uint i_ct);
void DRW_shgroup_call_compute(DRWShadingGroup *shgroup,
int groups_x_len,
int groups_y_len,
int groups_z_len);
void DRW_shgroup_call_procedural_points(DRWShadingGroup *sh, Object *ob, uint point_count);
void DRW_shgroup_call_procedural_lines(DRWShadingGroup *sh, Object *ob, uint line_count);
void DRW_shgroup_call_procedural_triangles(DRWShadingGroup *sh, Object *ob, uint tri_count);
@ -579,9 +575,6 @@ void DRW_shgroup_uniform_vec4_array_copy(DRWShadingGroup *shgroup,
const char *name,
const float (*value)[4],
int arraysize);
void DRW_shgroup_vertex_buffer(DRWShadingGroup *shgroup,
const char *name,
struct GPUVertBuf *vertex_buffer);
bool DRW_shgroup_is_empty(DRWShadingGroup *shgroup);

View File

@ -243,8 +243,7 @@ static void hair_batch_cache_ensure_procedural_final_points(ParticleHairCache *c
GPUVertFormat format = {0};
GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
cache->final[subdiv].proc_buf = GPU_vertbuf_create_with_format_ex(&format,
GPU_USAGE_DEVICE_ONLY);
cache->final[subdiv].proc_buf = GPU_vertbuf_create_with_format(&format);
/* Create a destination buffer for the transform feedback. Sized appropriately */
/* Those are points! not line segments. */

View File

@ -36,28 +36,15 @@
#include "BKE_duplilist.h"
#include "GPU_batch.h"
#include "GPU_capabilities.h"
#include "GPU_compute.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "GPU_vertex_buffer.h"
#include "draw_hair_private.h"
#ifndef __APPLE__
# define USE_TRANSFORM_FEEDBACK
# define USE_COMPUTE_SHADERS
#endif
BLI_INLINE bool drw_hair_use_compute_shaders(void)
{
#ifdef USE_COMPUTE_SHADERS
return GPU_compute_shader_support();
#else
return false;
#endif
}
typedef enum ParticleRefineShader {
PART_REFINE_CATMULL_ROM = 0,
PART_REFINE_MAX_SHADER,
@ -84,7 +71,6 @@ static DRWPass *g_tf_pass; /* XXX can be a problem with multiple DRWManager in t
extern char datatoc_common_hair_lib_glsl[];
extern char datatoc_common_hair_refine_vert_glsl[];
extern char datatoc_common_hair_refine_comp_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
static GPUShader *hair_refine_shader_get(ParticleRefineShader sh)
@ -93,26 +79,15 @@ static GPUShader *hair_refine_shader_get(ParticleRefineShader sh)
return g_refine_shaders[sh];
}
#ifdef USE_COMPUTE_SHADERS
const bool do_compute = drw_hair_use_compute_shaders();
if (do_compute) {
g_refine_shaders[sh] = GPU_shader_create_compute(datatoc_common_hair_refine_comp_glsl,
datatoc_common_hair_lib_glsl,
"#define HAIR_PHASE_SUBDIV\n",
__func__);
return g_refine_shaders[sh];
}
#endif
char *vert_with_lib = BLI_string_joinN(datatoc_common_hair_lib_glsl,
datatoc_common_hair_refine_vert_glsl);
#ifdef USE_TRANSFORM_FEEDBACK
char *shader_src = BLI_string_joinN(datatoc_common_hair_lib_glsl,
datatoc_common_hair_refine_vert_glsl);
const char *var_names[1] = {"finalColor"};
g_refine_shaders[sh] = DRW_shader_create_with_transform_feedback(
shader_src, NULL, "#define HAIR_PHASE_SUBDIV\n", GPU_SHADER_TFB_POINTS, var_names, 1);
vert_with_lib, NULL, "#define HAIR_PHASE_SUBDIV\n", GPU_SHADER_TFB_POINTS, var_names, 1);
#else
g_refine_shaders[sh] = DRW_shader_create(shader_src,
g_refine_shaders[sh] = DRW_shader_create(vert_with_lib,
NULL,
datatoc_gpu_shader_3D_smooth_color_frag_glsl,
"#define blender_srgb_to_framebuffer_space(a) a\n"
@ -120,14 +95,14 @@ static GPUShader *hair_refine_shader_get(ParticleRefineShader sh)
"#define TF_WORKAROUND\n");
#endif
MEM_freeN(shader_src);
MEM_freeN(vert_with_lib);
return g_refine_shaders[sh];
}
void DRW_hair_init(void)
{
#if defined(USE_TRANSFORM_FEEDBACK) || defined(USE_COMPUTE_SHADERS)
#ifdef USE_TRANSFORM_FEEDBACK
g_tf_pass = DRW_pass_create("Update Hair Pass", 0);
#else
g_tf_pass = DRW_pass_create("Update Hair Pass", DRW_STATE_WRITE_COLOR);
@ -150,67 +125,6 @@ void DRW_hair_init(void)
}
}
static void drw_hair_particle_cache_shgrp_attach_resources(DRWShadingGroup *shgrp,
ParticleHairCache *cache,
const int subdiv)
{
DRW_shgroup_uniform_texture(shgrp, "hairPointBuffer", cache->point_tex);
DRW_shgroup_uniform_texture(shgrp, "hairStrandBuffer", cache->strand_tex);
DRW_shgroup_uniform_texture(shgrp, "hairStrandSegBuffer", cache->strand_seg_tex);
DRW_shgroup_uniform_int(shgrp, "hairStrandsRes", &cache->final[subdiv].strands_res, 1);
}
static void drw_hair_particle_cache_update_compute(ParticleHairCache *cache, const int subdiv)
{
const int strands_len = cache->strands_len;
const int final_points_len = cache->final[subdiv].strands_res * strands_len;
if (final_points_len > 0) {
GPUShader *shader = hair_refine_shader_get(PART_REFINE_CATMULL_ROM);
DRWShadingGroup *shgrp = DRW_shgroup_create(shader, g_tf_pass);
drw_hair_particle_cache_shgrp_attach_resources(shgrp, cache, subdiv);
DRW_shgroup_vertex_buffer(shgrp, "hairPointOutputBuffer", cache->final[subdiv].proc_buf);
const int max_strands_per_call = GPU_max_work_group_count(0);
int strands_start = 0;
while (strands_start < strands_len) {
int batch_strands_len = MIN2(strands_len - strands_start, max_strands_per_call);
DRWShadingGroup *subgroup = DRW_shgroup_create_sub(shgrp);
DRW_shgroup_uniform_int_copy(subgroup, "hairStrandOffset", strands_start);
DRW_shgroup_call_compute(subgroup, batch_strands_len, cache->final[subdiv].strands_res, 1);
strands_start += batch_strands_len;
}
}
}
static void drw_hair_particle_cache_update_transform_feedback(ParticleHairCache *cache,
const int subdiv)
{
const int final_points_len = cache->final[subdiv].strands_res * cache->strands_len;
if (final_points_len > 0) {
GPUShader *tf_shader = hair_refine_shader_get(PART_REFINE_CATMULL_ROM);
#ifdef USE_TRANSFORM_FEEDBACK
DRWShadingGroup *tf_shgrp = DRW_shgroup_transform_feedback_create(
tf_shader, g_tf_pass, cache->final[subdiv].proc_buf);
#else
DRWShadingGroup *tf_shgrp = DRW_shgroup_create(tf_shader, g_tf_pass);
ParticleRefineCall *pr_call = MEM_mallocN(sizeof(*pr_call), __func__);
pr_call->next = g_tf_calls;
pr_call->vbo = cache->final[subdiv].proc_buf;
pr_call->shgrp = tf_shgrp;
pr_call->vert_len = final_points_len;
g_tf_calls = pr_call;
DRW_shgroup_uniform_int(tf_shgrp, "targetHeight", &g_tf_target_height, 1);
DRW_shgroup_uniform_int(tf_shgrp, "targetWidth", &g_tf_target_width, 1);
DRW_shgroup_uniform_int(tf_shgrp, "idOffset", &g_tf_id_offset, 1);
#endif
drw_hair_particle_cache_shgrp_attach_resources(tf_shgrp, cache, subdiv);
DRW_shgroup_call_procedural_points(tf_shgrp, NULL, final_points_len);
}
}
static ParticleHairCache *drw_hair_particle_cache_get(
Object *object, ParticleSystem *psys, ModifierData *md, int subdiv, int thickness_res)
{
@ -226,11 +140,32 @@ static ParticleHairCache *drw_hair_particle_cache_get(
}
if (update) {
if (drw_hair_use_compute_shaders()) {
drw_hair_particle_cache_update_compute(cache, subdiv);
}
else {
drw_hair_particle_cache_update_transform_feedback(cache, subdiv);
int final_points_len = cache->final[subdiv].strands_res * cache->strands_len;
if (final_points_len > 0) {
GPUShader *tf_shader = hair_refine_shader_get(PART_REFINE_CATMULL_ROM);
#ifdef USE_TRANSFORM_FEEDBACK
DRWShadingGroup *tf_shgrp = DRW_shgroup_transform_feedback_create(
tf_shader, g_tf_pass, cache->final[subdiv].proc_buf);
#else
DRWShadingGroup *tf_shgrp = DRW_shgroup_create(tf_shader, g_tf_pass);
ParticleRefineCall *pr_call = MEM_mallocN(sizeof(*pr_call), __func__);
pr_call->next = g_tf_calls;
pr_call->vbo = cache->final[subdiv].proc_buf;
pr_call->shgrp = tf_shgrp;
pr_call->vert_len = final_points_len;
g_tf_calls = pr_call;
DRW_shgroup_uniform_int(tf_shgrp, "targetHeight", &g_tf_target_height, 1);
DRW_shgroup_uniform_int(tf_shgrp, "targetWidth", &g_tf_target_width, 1);
DRW_shgroup_uniform_int(tf_shgrp, "idOffset", &g_tf_id_offset, 1);
#endif
DRW_shgroup_uniform_texture(tf_shgrp, "hairPointBuffer", cache->point_tex);
DRW_shgroup_uniform_texture(tf_shgrp, "hairStrandBuffer", cache->strand_tex);
DRW_shgroup_uniform_texture(tf_shgrp, "hairStrandSegBuffer", cache->strand_seg_tex);
DRW_shgroup_uniform_int(tf_shgrp, "hairStrandsRes", &cache->final[subdiv].strands_res, 1);
DRW_shgroup_call_procedural_points(tf_shgrp, NULL, final_points_len);
}
}
return cache;
@ -432,11 +367,9 @@ void DRW_hair_update(void)
MEM_freeN(data);
GPU_framebuffer_free(fb);
#else
/* Just render the pass when using compute shaders or transform feedback. */
/* TODO(fclem): replace by compute shader. */
/* Just render using transform feedback. */
DRW_draw_pass(g_tf_pass);
if (drw_hair_use_compute_shaders()) {
GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
}
#endif
}

View File

@ -187,10 +187,6 @@ typedef enum {
DRW_CMD_DRAW_INSTANCE = 2,
DRW_CMD_DRAW_INSTANCE_RANGE = 3,
DRW_CMD_DRAW_PROCEDURAL = 4,
/* Compute Commands. */
DRW_CMD_COMPUTE = 8,
/* Other Commands */
DRW_CMD_CLEAR = 12,
DRW_CMD_DRWSTATE = 13,
@ -228,12 +224,6 @@ typedef struct DRWCommandDrawInstanceRange {
uint inst_count;
} DRWCommandDrawInstanceRange;
typedef struct DRWCommandCompute {
int groups_x_len;
int groups_y_len;
int groups_z_len;
} DRWCommandCompute;
typedef struct DRWCommandDrawProcedural {
GPUBatch *batch;
DRWResourceHandle handle;
@ -270,7 +260,6 @@ typedef union DRWCommand {
DRWCommandDrawInstance instance;
DRWCommandDrawInstanceRange instance_range;
DRWCommandDrawProcedural procedural;
DRWCommandCompute compute;
DRWCommandSetMutableState state;
DRWCommandSetStencil stencil;
DRWCommandSetSelectID select_id;
@ -285,7 +274,6 @@ struct DRWCallBuffer {
};
/** Used by #DRWUniform.type */
/* TODO(jbakker): rename to DRW_RESOURCE/DRWResourceType. */
typedef enum {
DRW_UNIFORM_INT = 0,
DRW_UNIFORM_INT_COPY,
@ -298,7 +286,6 @@ typedef enum {
DRW_UNIFORM_BLOCK,
DRW_UNIFORM_BLOCK_REF,
DRW_UNIFORM_TFEEDBACK_TARGET,
DRW_UNIFORM_VERTEX_BUFFER_AS_STORAGE,
/** Per drawcall uniforms/UBO */
DRW_UNIFORM_BLOCK_OBMATS,
DRW_UNIFORM_BLOCK_OBINFOS,

View File

@ -47,7 +47,6 @@
#endif
#include "GPU_buffers.h"
#include "GPU_capabilities.h"
#include "GPU_material.h"
#include "GPU_uniform_buffer.h"
@ -447,19 +446,6 @@ void DRW_shgroup_uniform_vec4_array_copy(DRWShadingGroup *shgroup,
}
}
void DRW_shgroup_vertex_buffer(DRWShadingGroup *shgroup,
const char *name,
GPUVertBuf *vertex_buffer)
{
int location = GPU_shader_get_ssbo(shgroup->shader, name);
if (location == -1) {
BLI_assert(false && "Unable to locate binding of shader storage buffer objects.");
return;
}
drw_shgroup_uniform_create_ex(
shgroup, location, DRW_UNIFORM_VERTEX_BUFFER_AS_STORAGE, vertex_buffer, 0, 0, 1);
}
/** \} */
/* -------------------------------------------------------------------- */
@ -714,17 +700,6 @@ static void drw_command_draw_intance_range(
cmd->inst_count = count;
}
static void drw_command_compute(DRWShadingGroup *shgroup,
int groups_x_len,
int groups_y_len,
int groups_z_len)
{
DRWCommandCompute *cmd = drw_command_create(shgroup, DRW_CMD_COMPUTE);
cmd->groups_x_len = groups_x_len;
cmd->groups_y_len = groups_y_len;
cmd->groups_z_len = groups_z_len;
}
static void drw_command_draw_procedural(DRWShadingGroup *shgroup,
GPUBatch *batch,
DRWResourceHandle handle,
@ -840,17 +815,6 @@ void DRW_shgroup_call_instance_range(
drw_command_draw_intance_range(shgroup, geom, handle, i_sta, i_ct);
}
void DRW_shgroup_call_compute(DRWShadingGroup *shgroup,
int groups_x_len,
int groups_y_len,
int groups_z_len)
{
BLI_assert(groups_x_len > 0 && groups_y_len > 0 && groups_z_len > 0);
BLI_assert(GPU_compute_shader_support());
drw_command_compute(shgroup, groups_x_len, groups_y_len, groups_z_len);
}
static void drw_shgroup_call_procedural_add_ex(DRWShadingGroup *shgroup,
GPUBatch *geom,
Object *ob,

View File

@ -29,7 +29,6 @@
#include "BKE_global.h"
#include "GPU_compute.h"
#include "GPU_platform.h"
#include "GPU_shader.h"
#include "GPU_state.h"
@ -673,9 +672,6 @@ static void draw_update_uniforms(DRWShadingGroup *shgroup,
*use_tfeedback = GPU_shader_transform_feedback_enable(shgroup->shader,
((GPUVertBuf *)uni->pvalue));
break;
case DRW_UNIFORM_VERTEX_BUFFER_AS_STORAGE:
GPU_vertbuf_bind_as_ssbo((GPUVertBuf *)uni->pvalue, uni->location);
break;
/* Legacy/Fallback support. */
case DRW_UNIFORM_BASE_INSTANCE:
state->baseinst_loc = uni->location;
@ -1054,12 +1050,6 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
cmd->instance_range.inst_count,
false);
break;
case DRW_CMD_COMPUTE:
GPU_compute_dispatch(shgroup->shader,
cmd->compute.groups_x_len,
cmd->compute.groups_y_len,
cmd->compute.groups_z_len);
break;
}
}

View File

@ -28,9 +28,6 @@ uniform bool hairCloseTip = true;
uniform vec4 hairDupliMatrix[4];
/* Strand batch offset when used in compute shaders. */
uniform int hairStrandOffset = 0;
/* -- Per control points -- */
uniform samplerBuffer hairPointBuffer; /* RGBA32F */
#define point_position xyz
@ -46,37 +43,13 @@ uniform usamplerBuffer hairStrandSegBuffer; /* R16UI */
/* -- Subdivision stage -- */
/**
* We use a transform feedback or compute shader to preprocess the strands and add more subdivision
* to it. For the moment these are simple smooth interpolation but one could hope to see the full
* We use a transform feedback to preprocess the strands and add more subdivision to it.
* For the moment these are simple smooth interpolation but one could hope to see the full
* children particle modifiers being evaluated at this stage.
*
* If no more subdivision is needed, we can skip this step.
*/
#ifdef GPU_VERTEX_SHADER
float hair_get_local_time()
{
return float(gl_VertexID % hairStrandsRes) / float(hairStrandsRes - 1);
}
int hair_get_id()
{
return gl_VertexID / hairStrandsRes;
}
#endif
#ifdef GPU_COMPUTE_SHADER
float hair_get_local_time()
{
return float(gl_GlobalInvocationID.y) / float(hairStrandsRes - 1);
}
int hair_get_id()
{
return int(gl_GlobalInvocationID.x) + hairStrandOffset;
}
#endif
#ifdef HAIR_PHASE_SUBDIV
int hair_get_base_id(float local_time, int strand_segments, out float interp_time)
{
@ -91,9 +64,9 @@ int hair_get_base_id(float local_time, int strand_segments, out float interp_tim
void hair_get_interp_attrs(
out vec4 data0, out vec4 data1, out vec4 data2, out vec4 data3, out float interp_time)
{
float local_time = hair_get_local_time();
float local_time = float(gl_VertexID % hairStrandsRes) / float(hairStrandsRes - 1);
int hair_id = hair_get_id();
int hair_id = gl_VertexID / hairStrandsRes;
int strand_offset = int(texelFetch(hairStrandBuffer, hair_id).x);
int strand_segments = int(texelFetch(hairStrandSegBuffer, hair_id).x);
@ -123,7 +96,6 @@ void hair_get_interp_attrs(
*/
#if !defined(HAIR_PHASE_SUBDIV) && defined(GPU_VERTEX_SHADER)
int hair_get_strand_id(void)
{
return gl_VertexID / (hairStrandsRes * hairThicknessRes);
@ -255,45 +227,3 @@ vec2 hair_resolve_barycentric(vec2 vert_barycentric)
return vec2(1.0 - vert_barycentric.x, 0.0);
}
}
/* Hair interpolation functions. */
vec4 hair_get_weights_cardinal(float t)
{
float t2 = t * t;
float t3 = t2 * t;
#if defined(CARDINAL)
float fc = 0.71;
#else /* defined(CATMULL_ROM) */
float fc = 0.5;
#endif
vec4 weights;
/* GLSL Optimized version of key_curve_position_weights() */
float fct = t * fc;
float fct2 = t2 * fc;
float fct3 = t3 * fc;
weights.x = (fct2 * 2.0 - fct3) - fct;
weights.y = (t3 * 2.0 - fct3) + (-t2 * 3.0 + fct2) + 1.0;
weights.z = (-t3 * 2.0 + fct3) + (t2 * 3.0 - (2.0 * fct2)) + fct;
weights.w = fct3 - fct2;
return weights;
}
/* TODO(fclem): This one is buggy, find why. (it's not the optimization!!) */
vec4 hair_get_weights_bspline(float t)
{
float t2 = t * t;
float t3 = t2 * t;
vec4 weights;
/* GLSL Optimized version of key_curve_position_weights() */
weights.xz = vec2(-0.16666666, -0.5) * t3 + (0.5 * t2 + 0.5 * vec2(-t, t) + 0.16666666);
weights.y = (0.5 * t3 - t2 + 0.66666666);
weights.w = (0.16666666 * t3);
return weights;
}
vec4 hair_interp_data(vec4 v0, vec4 v1, vec4 v2, vec4 v3, vec4 w)
{
return v0 * w.x + v1 * w.y + v2 * w.z + v3 * w.w;
}

View File

@ -1,24 +0,0 @@
/*
* To be compiled with common_hair_lib.glsl.
*/
layout(local_size_x = 1, local_size_y = 1) in;
layout(std430, binding = 0) writeonly buffer hairPointOutputBuffer
{
vec4 posTime[];
}
out_vertbuf;
void main(void)
{
float interp_time;
vec4 data0, data1, data2, data3;
hair_get_interp_attrs(data0, data1, data2, data3, interp_time);
vec4 weights = hair_get_weights_cardinal(interp_time);
vec4 result = hair_interp_data(data0, data1, data2, data3, weights);
uint index = uint(hair_get_id() * hairStrandsRes) + gl_GlobalInvocationID.y;
out_vertbuf.posTime[index] = result;
}

View File

@ -3,6 +3,47 @@
out vec4 finalColor;
vec4 get_weights_cardinal(float t)
{
float t2 = t * t;
float t3 = t2 * t;
#if defined(CARDINAL)
float fc = 0.71;
#else /* defined(CATMULL_ROM) */
float fc = 0.5;
#endif
vec4 weights;
/* GLSL Optimized version of key_curve_position_weights() */
float fct = t * fc;
float fct2 = t2 * fc;
float fct3 = t3 * fc;
weights.x = (fct2 * 2.0 - fct3) - fct;
weights.y = (t3 * 2.0 - fct3) + (-t2 * 3.0 + fct2) + 1.0;
weights.z = (-t3 * 2.0 + fct3) + (t2 * 3.0 - (2.0 * fct2)) + fct;
weights.w = fct3 - fct2;
return weights;
}
/* TODO(fclem): This one is buggy, find why. (it's not the optimization!!) */
vec4 get_weights_bspline(float t)
{
float t2 = t * t;
float t3 = t2 * t;
vec4 weights;
/* GLSL Optimized version of key_curve_position_weights() */
weights.xz = vec2(-0.16666666, -0.5) * t3 + (0.5 * t2 + 0.5 * vec2(-t, t) + 0.16666666);
weights.y = (0.5 * t3 - t2 + 0.66666666);
weights.w = (0.16666666 * t3);
return weights;
}
vec4 interp_data(vec4 v0, vec4 v1, vec4 v2, vec4 v3, vec4 w)
{
return v0 * w.x + v1 * w.y + v2 * w.z + v3 * w.w;
}
#ifdef TF_WORKAROUND
uniform int targetWidth;
uniform int targetHeight;
@ -15,8 +56,8 @@ void main(void)
vec4 data0, data1, data2, data3;
hair_get_interp_attrs(data0, data1, data2, data3, interp_time);
vec4 weights = hair_get_weights_cardinal(interp_time);
finalColor = hair_interp_data(data0, data1, data2, data3, weights);
vec4 weights = get_weights_cardinal(interp_time);
finalColor = interp_data(data0, data1, data2, data3, weights);
#ifdef TF_WORKAROUND
int id = gl_VertexID - idOffset;

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@ -37,8 +37,6 @@ int GPU_max_textures(void);
int GPU_max_textures_vert(void);
int GPU_max_textures_geom(void);
int GPU_max_textures_frag(void);
int GPU_max_work_group_count(int index);
int GPU_max_work_group_size(int index);
int GPU_max_uniforms_vert(void);
int GPU_max_uniforms_frag(void);
int GPU_max_batch_indices(void);

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@ -82,16 +82,6 @@ int GPU_max_textures(void)
return GCaps.max_textures;
}
int GPU_max_work_group_count(int index)
{
return GCaps.max_work_group_count[index];
}
int GPU_max_work_group_size(int index)
{
return GCaps.max_work_group_size[index];
}
int GPU_max_uniforms_vert(void)
{
return GCaps.max_uniforms_vert;

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@ -41,8 +41,6 @@ struct GPUCapabilities {
int max_textures_vert = 0;
int max_textures_geom = 0;
int max_textures_frag = 0;
int max_work_group_count[3] = {0, 0, 0};
int max_work_group_size[3] = {0, 0, 0};
int max_uniforms_vert = 0;
int max_uniforms_frag = 0;
int max_batch_indices = 0;

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@ -438,14 +438,6 @@ void GLBackend::capabilities_init()
GCaps.mem_stats_support = GLEW_NVX_gpu_memory_info || GLEW_ATI_meminfo;
GCaps.shader_image_load_store_support = GLEW_ARB_shader_image_load_store;
GCaps.compute_shader_support = GLEW_ARB_compute_shader;
if (GCaps.compute_shader_support) {
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 0, &GCaps.max_work_group_count[0]);
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 1, &GCaps.max_work_group_count[1]);
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 2, &GCaps.max_work_group_count[2]);
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 0, &GCaps.max_work_group_size[0]);
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 1, &GCaps.max_work_group_size[1]);
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 2, &GCaps.max_work_group_size[2]);
}
GCaps.shader_storage_buffer_objects_support = GLEW_ARB_shader_storage_buffer_object;
/* GL specific capabilities. */
glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &GLContext::max_texture_3d_size);