Fix T95427: Crash during dragging a link in a node editor

This was caused by macros interpreted as recursive. Workaround by
not using macros at all and just define local variables which
hopefully will be optimized.
This commit is contained in:
Clément Foucault 2022-02-04 14:02:43 +01:00
parent 8e0763827e
commit 080dd18cdf
1 changed files with 24 additions and 73 deletions

View File

@ -4,57 +4,18 @@
#define MID_VERTEX 65
#ifndef USE_GPU_SHADER_CREATE_INFO
/**
* `uv.x` is position along the curve, defining the tangent space.
* `uv.y` is "signed" distance (compressed to [0..1] range) from the pos in expand direction
* `pos` is the verts position in the curve tangent space
*/
/* u is position along the curve, defining the tangent space.
* v is "signed" distance (compressed to [0..1] range) from the pos in expand direction */
in vec2 uv;
in vec2 pos; /* verts position in the curve tangent space */
in vec2 expand;
# ifdef USE_INSTANCE
/* Instance attrs. */
in vec2 P0;
in vec2 P1;
in vec2 P2;
in vec2 P3;
in ivec4 colid_doarrow;
in vec4 start_color;
in vec4 end_color;
in ivec2 domuted;
in float dim_factor;
in float thickness;
in float dash_factor;
in float dash_alpha;
uniform vec4 colors[6];
# else
/* Single curve drawcall, use uniform. */
uniform vec2 bezierPts[4];
uniform vec4 colors[3];
uniform bool doArrow;
uniform bool doMuted;
uniform float dim_factor;
uniform float thickness;
uniform float dash_factor;
uniform float dash_alpha;
# endif
uniform float expandSize;
uniform float arrowSize;
uniform mat4 ModelViewProjectionMatrix;
out float colorGradient;
out vec4 finalColor;
out float lineU;
flat out float lineLength;
flat out float dashFactor;
flat out float dashAlpha;
flat out int isMainLine;
#endif
void main(void)
{
/* Define where along the noodle the gradient will starts and ends.
* Use 0.25 instead of 0.35-0.65, because of a visual shift issue. */
const float start_gradient_threshold = 0.25;
const float end_gradient_threshold = 0.55;
#ifdef USE_INSTANCE
# define colStart (colid_doarrow[0] < 3 ? start_color : node_link_data.colors[colid_doarrow[0]])
@ -62,33 +23,23 @@ flat out int isMainLine;
# define colShadow node_link_data.colors[colid_doarrow[2]]
# define doArrow (colid_doarrow[3] != 0)
# define doMuted (domuted[0] != 0)
#else
# define P0 node_link_data.bezierPts[0].xy
# define P1 node_link_data.bezierPts[1].xy
# define P2 node_link_data.bezierPts[2].xy
# define P3 node_link_data.bezierPts[3].xy
# define cols node_link_data.colors
# define doArrow node_link_data.doArrow
# define doMuted node_link_data.doMuted
# define dim_factor node_link_data.dim_factor
# define thickness node_link_data.thickness
# define dash_factor node_link_data.dash_factor
# define dash_alpha node_link_data.dash_alpha
# define colShadow node_link_data.colors[0]
# define colStart node_link_data.colors[1]
# define colEnd node_link_data.colors[2]
vec2 P0 = node_link_data.bezierPts[0].xy;
vec2 P1 = node_link_data.bezierPts[1].xy;
vec2 P2 = node_link_data.bezierPts[2].xy;
vec2 P3 = node_link_data.bezierPts[3].xy;
bool doArrow = node_link_data.doArrow;
bool doMuted = node_link_data.doMuted;
float dim_factor = node_link_data.dim_factor;
float thickness = node_link_data.thickness;
float dash_factor = node_link_data.dash_factor;
float dash_alpha = node_link_data.dash_alpha;
vec4 colShadow = node_link_data.colors[0];
vec4 colStart = node_link_data.colors[1];
vec4 colEnd = node_link_data.colors[2];
#endif
/* Define where along the noodle the gradient will starts and ends.
* Use 0.25 instead of 0.35-0.65, because of a visual shift issue. */
const float start_gradient_threshold = 0.25;
const float end_gradient_threshold = 0.55;
void main(void)
{
/* Parameters for the dashed line. */
isMainLine = expand.y != 1.0 ? 0 : 1;
dashFactor = dash_factor;