Fix T79920: Fix Compiling EEVEE Volume Shaders
There were some missing UBO bindings, what asserted in debug mode. This patch fixes this by binding the missing UBO's Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8742
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blender-bot
2023-02-13 21:27:11 +01:00
Referenced by issue #79920, Eevee Volumetrics assert
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@ -372,6 +372,8 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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/* If no world or volume material is present just clear the buffer with this drawcall */
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grp = DRW_shgroup_create(e_data.volumetric_clear_sh, psl->volumetric_world_ps);
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DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
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DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
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DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
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DRW_shgroup_call_procedural_triangles(grp, NULL, common_data->vol_tex_size[2]);
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@ -656,6 +658,7 @@ void EEVEE_volumes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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DRW_shgroup_uniform_texture_ref(grp, "inTransmittance", &txl->volume_transmit);
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DRW_shgroup_uniform_texture_ref(grp, "inSceneDepth", &e_data.depth_src);
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DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
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DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
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DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
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