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Fix edge case in HW shader generation for texcoords #1559

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madmann91
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@madmann91 madmann91 commented Oct 11, 2023

This merges both TexCoordNodeMsl and TexCoordNodeGlsl into a single HwTexCoordNode. The parts of the node that are configurable (e.g. the input index) can be changed via re-implementation of the virtual member function getIndexInput().

The new mechanism works regardless of syntax, and uses the smallest texcoord width, depending on what is used in the shader graph.

Fixes #1464

This merges both `TexCoordNodeMsl` and `TexCoordNodeGlsl` into a single
`HwTexCoordNode`. The parts of the node that are configurable (e.g. the
input index) can be changed via re-implementation of the virtual member
function `getIndexInput()`.

The new mechanism works regardless of syntax, and uses the smallest
texcoord width, depending on what is used in the shader graph.
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linux-foundation-easycla bot commented Oct 11, 2023

CLA Signed

The committers listed above are authorized under a signed CLA.

@jstone-lucasfilm
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This looks really promising, thanks @madmann91! If the EasyCLA system isn't working as expected, feel free to submit a support request ticket as described above, and the Linux Foundation is usually very quick in resolving these issues.

@DerrickLFX
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/easycla

@jstone-lucasfilm jstone-lucasfilm changed the title Fix issue #1464 Fix edge case in HW shader generation for texcoords Oct 13, 2023
Signed-off-by: Jonathan Stone <[email protected]>
Signed-off-by: Jonathan Stone <[email protected]>
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This looks good to me, thanks @madmann91!

@jstone-lucasfilm jstone-lucasfilm merged commit 54adaee into AcademySoftwareFoundation:main Oct 13, 2023
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Michaelredaa pushed a commit to Michaelredaa/MaterialX that referenced this pull request Oct 21, 2023
…oundation#1559)

This merges both TexCoordNodeMsl and TexCoordNodeGlsl into a single HwTexCoordNode. The parts of the node that are configurable (e.g. the input index) can be changed via re-implementation of the virtual member function getIndexInput().

The new mechanism works regardless of syntax, and uses the smallest texcoord width, depending on what is used in the shader graph.
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Successfully merging this pull request may close these issues.

Graph Editor: Implicit cast from "vec3" to "vec2" - using texcoord both as vector3 and vector2
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