[Bf-blender-cvs] [66228d4362a] master: Fix T62090 : Eevee shader compilation: undefined variable "att1_is_srgb"

Clément Foucault noreply at git.blender.org
Fri Mar 1 19:46:14 CET 2019


Commit: 66228d4362a64b31ad5614033412ba0b21ca371f
Author: Clément Foucault
Date:   Fri Mar 1 17:57:06 2019 +0100
Branches: master
https://developer.blender.org/rB66228d4362a64b31ad5614033412ba0b21ca371f

Fix T62090 : Eevee shader compilation: undefined variable "att1_is_srgb"

The geom shader check was not needed and this uncovered an error in the
GPU_BARYCENTRIC_TEXCO optimization recently commited.

===================================================================

M	source/blender/gpu/intern/gpu_codegen.c
M	source/blender/nodes/shader/nodes/node_shader_geometry.c

===================================================================

diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index a2c25a9ffb4..63d875b07fd 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -889,7 +889,7 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
 					        input->attr_id, attr_prefix_get(input->attr_type), hash);
 					/* Auto attribute can be vertex color byte buffer.
 					 * We need to know and convert them to linear space in VS. */
-					if (!use_geom && input->attr_type == CD_AUTO_FROM_NAME) {
+					if (input->attr_type == CD_AUTO_FROM_NAME) {
 						BLI_dynstr_appendf(ds, "uniform bool ba%u;\n", hash);
 						BLI_dynstr_appendf(ds, "#define att%d_is_srgb ba%u\n", input->attr_id, hash);
 					}
diff --git a/source/blender/nodes/shader/nodes/node_shader_geometry.c b/source/blender/nodes/shader/nodes/node_shader_geometry.c
index 4c4ad7c4cc9..ec9b3a5443e 100644
--- a/source/blender/nodes/shader/nodes/node_shader_geometry.c
+++ b/source/blender/nodes/shader/nodes/node_shader_geometry.c
@@ -37,11 +37,13 @@ static int node_shader_gpu_geometry(GPUMaterial *mat, bNode *node, bNodeExecData
 {
 	/* HACK: Don't request GPU_BARYCENTRIC_TEXCO if not used because it will
 	 * trigger the use of geometry shader (and the performance penalty it implies). */
-	eGPUBuiltin bary_builtin = (out[7].type == GPU_NONE) ? GPU_VIEW_NORMAL : GPU_BARYCENTRIC_TEXCO;
+	float val[2] = {0.0f, 0.0f};
+	GPUNodeLink *bary_link = (!out[5].hasoutput) ? GPU_constant(val) : GPU_builtin(GPU_BARYCENTRIC_TEXCO);
+
 	return GPU_stack_link(mat, node, "node_geometry", in, out,
 	                      GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL),
 	                      GPU_attribute(CD_ORCO, ""), GPU_builtin(GPU_OBJECT_MATRIX),
-	                      GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(bary_builtin));
+	                      GPU_builtin(GPU_INVERSE_VIEW_MATRIX), bary_link);
 }
 
 /* node type definition */



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