[Bf-blender-cvs] [dfd61be20e0] tmp-workbench-rewrite2: Keep WorldData and WORKBENCH_UBO_World in sync

Miguel Pozo noreply at git.blender.org
Fri Oct 7 15:49:23 CEST 2022


Commit: dfd61be20e0934b9d739c7ea5548458b0fee4e9b
Author: Miguel Pozo
Date:   Fri Oct 7 13:52:31 2022 +0200
Branches: tmp-workbench-rewrite2
https://developer.blender.org/rBdfd61be20e0934b9d739c7ea5548458b0fee4e9b

Keep WorldData and WORKBENCH_UBO_World in sync

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

M	source/blender/draw/engines/workbench/workbench_private.h
M	source/blender/draw/engines/workbench/workbench_shader_shared.h

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

diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index 492bce1e571..5c103ef752c 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -202,6 +202,10 @@ typedef struct WORKBENCH_UBO_World {
   int use_specular; /* Bools are 32bit ints in GLSL. */
   int _pad1;
   int _pad2;
+
+  /* Workbench Next data
+   * (Not used here, but needs to be kept in sync with workbench_shader_shared WorldData) */
+  float background_color[4];
 } WORKBENCH_UBO_World;
 
 BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_World, 16)
diff --git a/source/blender/draw/engines/workbench/workbench_shader_shared.h b/source/blender/draw/engines/workbench/workbench_shader_shared.h
index ad06c838846..68665b67293 100644
--- a/source/blender/draw/engines/workbench/workbench_shader_shared.h
+++ b/source/blender/draw/engines/workbench/workbench_shader_shared.h
@@ -24,9 +24,6 @@ struct WorldData {
   LightData lights[4];
   float4 ambient_color;
 
-  /* TODO(pragma37): Check why this breaks Workbench rendering*/
-  float4 background_color;
-
   int cavity_sample_start;
   int cavity_sample_end;
   float cavity_sample_count_inv;
@@ -46,6 +43,8 @@ struct WorldData {
   bool use_specular;
   int _pad1;
   int _pad2;
+
+  float4 background_color;
 };
 
 #define viewport_size_inv viewport_size.zw



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