OpenSubdiv: Fix/workaround bad shading on AMD devices

Uniform block data layout was different on CPU and GPU which caused wrong
data being used from shader.

In theory using layout(std140) is what we need to do, but for some reason
such layout specifier is being ignored. This is probably caused by the way
how we exploit extensions from older version of glsl.

For until we've upgraded our glsl pipeline used different approach which
is basically about removing unused fields form the struct manual in hope
that it'll keep memory layout consistent for both CPU and GPU.

This seems to work so far for both NVidia GTX580 and AMD FirePro W8000
here in the studio.
This commit is contained in:
Sergey Sharybin 2015-08-26 12:04:25 +02:00
parent 77ce7eb541
commit bcc0d2fb1d
2 changed files with 7 additions and 3 deletions

View File

@ -198,15 +198,17 @@ struct LightSource {
vec4 diffuse;
vec4 specular;
vec4 spotDirection;
#ifdef SUPPORT_COLOR_MATERIAL
float constantAttenuation;
float linearAttenuation;
float quadraticAttenuation;
float spotCutoff;
float spotExponent;
float spotCosCutoff;
#endif
};
uniform Lighting {
layout(std140) uniform Lighting {
LightSource lightSource[MAX_LIGHTS];
int num_enabled_lights;
};

View File

@ -59,19 +59,19 @@ typedef struct Light {
float diffuse[4];
float specular[4];
float spot_direction[4];
#ifdef SUPPORT_COLOR_MATERIAL
float constant_attenuation;
float linear_attenuation;
float quadratic_attenuation;
float spot_cutoff;
float spot_exponent;
float spot_cos_cutoff;
float pad[2];
#endif
} Light;
typedef struct Lighting {
Light lights[MAX_LIGHTS];
int num_enabled;
int pad[3];
} Lighting;
typedef struct Transform {
@ -444,6 +444,7 @@ void openSubdiv_osdGLMeshDisplayPrepare(int use_osd_glsl,
glGetLightfv(GL_LIGHT0 + i,
GL_SPOT_DIRECTION,
g_lighting_data.lights[i].spot_direction);
#ifdef SUPPORT_COLOR_MATERIAL
glGetLightfv(GL_LIGHT0 + i,
GL_CONSTANT_ATTENUATION,
&g_lighting_data.lights[i].constant_attenuation);
@ -461,6 +462,7 @@ void openSubdiv_osdGLMeshDisplayPrepare(int use_osd_glsl,
&g_lighting_data.lights[i].spot_exponent);
g_lighting_data.lights[i].spot_cos_cutoff =
cos(g_lighting_data.lights[i].spot_cutoff);
#endif
}
}