Fix T75061 Grease Pencil: MacOS: broken Gradient and Texture

There is a driver bug that makes all the end of the structure unreadable.
Workaround this by just declaring a vec4 an unpacking manually.
This commit is contained in:
Clément Foucault 2020-09-16 00:02:46 +02:00
parent 1572da858d
commit 6624c4c225
Notes: blender-bot 2023-02-13 23:04:50 +01:00
Referenced by issue #77618, GPencil: Dot Strokes is not working
Referenced by issue #77348, Blender LTS: Maintenance Task 2.83
Referenced by issue #75061, Grease Pencil - Material - Fill - Style: broken Gradient and  Texture
1 changed files with 21 additions and 12 deletions

View File

@ -7,13 +7,23 @@ struct gpMaterial {
vec4 fill_uv_rot_scale;
vec4 fill_uv_offset;
/* Put float/int at the end to avoid padding error */
float stroke_texture_mix;
float stroke_u_scale;
float fill_texture_mix;
int flag;
/* Some drivers are completely messing the alignment or the fetches here.
* We are forced to pack these into vec4 otherwise we only get 0.0 as value. */
vec4 gp_mat_packed_1;
// float stroke_texture_mix;
// float stroke_u_scale;
// float fill_texture_mix;
// int gp_flag;
/* Please ensure 16 byte alignment (multiple of vec4). */
};
#define MATERIAL(m) materials[m + gpMaterialOffset]
#define stroke_texture_mix gp_mat_packed_1.x
#define stroke_u_scale gp_mat_packed_1.y
#define fill_texture_mix gp_mat_packed_1.z
#define GP_FLAG(m) floatBitsToInt(MATERIAL(m).gp_mat_packed_1.w)
/* flag */
#define GP_STROKE_ALIGNMENT_STROKE 1
#define GP_STROKE_ALIGNMENT_OBJECT 2
@ -197,7 +207,6 @@ uniform int gpMaterialOffset;
uniform float thicknessScale;
uniform float thicknessWorldScale;
#define thicknessIsScreenSpace (thicknessWorldScale < 0.0)
#define MATERIAL(m) materials[m + gpMaterialOffset]
#ifdef GPU_VERTEX_SHADER
@ -371,8 +380,8 @@ void stroke_vertex()
# ifdef GP_MATERIAL_BUFFER_LEN
if (m != -1) {
is_dot = GP_FLAG_TEST(MATERIAL(m).flag, GP_STROKE_ALIGNMENT);
is_squares = !GP_FLAG_TEST(MATERIAL(m).flag, GP_STROKE_DOTS);
is_dot = GP_FLAG_TEST(GP_FLAG(m), GP_STROKE_ALIGNMENT);
is_squares = !GP_FLAG_TEST(GP_FLAG(m), GP_STROKE_DOTS);
}
# endif
@ -424,7 +433,7 @@ void stroke_vertex()
if (is_dot) {
# ifdef GP_MATERIAL_BUFFER_LEN
int alignement = MATERIAL(m).flag & GP_STROKE_ALIGNMENT;
int alignement = GP_FLAG(m) & GP_STROKE_ALIGNMENT;
# endif
vec2 x_axis;
@ -509,7 +518,7 @@ void stroke_vertex()
color_output(stroke_col, vert_col, vert_strength * small_line_opacity, mix_tex);
matFlag = MATERIAL(m).flag & ~GP_FILL_FLAGS;
matFlag = GP_FLAG(m) & ~GP_FILL_FLAGS;
# endif
if (strokeOrder3d) {
@ -517,7 +526,7 @@ void stroke_vertex()
depth = -1.0;
}
# ifdef GP_MATERIAL_BUFFER_LEN
else if (GP_FLAG_TEST(MATERIAL(m).flag, GP_STROKE_OVERLAP)) {
else if (GP_FLAG_TEST(GP_FLAG(m), GP_STROKE_OVERLAP)) {
/* Use the index of the point as depth.
* This means the stroke can overlap itself. */
depth = (point_id1 + strokeIndexOffset + 1.0) * 0.0000002;
@ -548,7 +557,7 @@ void fill_vertex()
float mix_tex = MATERIAL(m).fill_texture_mix;
/* Special case: We don't modulate alpha in gradient mode. */
if (GP_FLAG_TEST(MATERIAL(m).flag, GP_FILL_GRADIENT_USE)) {
if (GP_FLAG_TEST(GP_FLAG(m), GP_FILL_GRADIENT_USE)) {
fill_col.a = 1.0;
}
@ -568,7 +577,7 @@ void fill_vertex()
color_output(fill_col, fcol_decode, 1.0, mix_tex);
matFlag = MATERIAL(m).flag & GP_FILL_FLAGS;
matFlag = GP_FLAG(m) & GP_FILL_FLAGS;
matFlag |= m << GP_MATID_SHIFT;
vec2 loc = MATERIAL(m).fill_uv_offset.xy;