forked from blender/blender
WIP: uv-simple-select #1
@ -161,7 +161,7 @@ void Evaluator::compile_and_evaluate_shader_compile_unit(CompileState &compile_s
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void Evaluator::map_shader_operation_inputs_to_their_results(ShaderOperation *operation,
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void Evaluator::map_shader_operation_inputs_to_their_results(ShaderOperation *operation,
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CompileState &compile_state)
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CompileState &compile_state)
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{
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{
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for (const auto &item : operation->get_inputs_to_linked_outputs_map().items()) {
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for (const auto item : operation->get_inputs_to_linked_outputs_map().items()) {
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Result &result = compile_state.get_result_from_output_socket(item.value);
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Result &result = compile_state.get_result_from_output_socket(item.value);
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operation->map_input_to_result(item.key, &result);
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operation->map_input_to_result(item.key, &result);
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}
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}
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@ -81,7 +81,7 @@ Map<std::string, DOutputSocket> &ShaderOperation::get_inputs_to_linked_outputs_m
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void ShaderOperation::compute_results_reference_counts(const Schedule &schedule)
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void ShaderOperation::compute_results_reference_counts(const Schedule &schedule)
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{
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{
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for (const auto &item : output_sockets_to_output_identifiers_map_.items()) {
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for (const auto item : output_sockets_to_output_identifiers_map_.items()) {
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const int reference_count = number_of_inputs_linked_to_output_conditioned(
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const int reference_count = number_of_inputs_linked_to_output_conditioned(
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item.key, [&](DInputSocket input) { return schedule.contains(input.node()); });
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item.key, [&](DInputSocket input) { return schedule.contains(input.node()); });
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@ -118,7 +118,7 @@ static void drw_deferred_shader_compilation_exec(
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BLI_spin_lock(&comp->list_lock);
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BLI_spin_lock(&comp->list_lock);
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/* Pop tail because it will be less likely to lock the main thread
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/* Pop tail because it will be less likely to lock the main thread
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* if all GPUMaterials are to be freed (see DRW_deferred_shader_remove()). */
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* if all GPUMaterials are to be freed (see DRW_deferred_shader_remove()). */
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LinkData *link = (LinkData *)BLI_poptail(&comp->optimize_queue);
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link = (LinkData *)BLI_poptail(&comp->optimize_queue);
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GPUMaterial *optimize_mat = link ? (GPUMaterial *)link->data : NULL;
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GPUMaterial *optimize_mat = link ? (GPUMaterial *)link->data : NULL;
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if (optimize_mat) {
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if (optimize_mat) {
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/* Avoid another thread freeing the material during optimization. */
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/* Avoid another thread freeing the material during optimization. */
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@ -2715,7 +2715,7 @@ void SCULPT_brush_strength_color(SculptSession *ss,
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void SCULPT_calc_vertex_displacement(SculptSession *ss,
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void SCULPT_calc_vertex_displacement(SculptSession *ss,
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const Brush *brush,
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const Brush *brush,
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float rgba[4],
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float rgba[3],
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float out_offset[3])
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float out_offset[3])
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{
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{
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mul_v3_fl(rgba, ss->cache->bstrength);
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mul_v3_fl(rgba, ss->cache->bstrength);
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@ -47,7 +47,7 @@ class GLShader : public Shader {
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void fragment_shader_from_glsl(MutableSpan<const char *> sources) override;
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void fragment_shader_from_glsl(MutableSpan<const char *> sources) override;
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void compute_shader_from_glsl(MutableSpan<const char *> sources) override;
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void compute_shader_from_glsl(MutableSpan<const char *> sources) override;
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bool finalize(const shader::ShaderCreateInfo *info = nullptr) override;
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bool finalize(const shader::ShaderCreateInfo *info = nullptr) override;
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void warm_cache(int limit) override{};
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void warm_cache(int /*limit*/) override{};
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std::string resources_declare(const shader::ShaderCreateInfo &info) const override;
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std::string resources_declare(const shader::ShaderCreateInfo &info) const override;
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std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const override;
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std::string vertex_interface_declare(const shader::ShaderCreateInfo &info) const override;
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@ -330,7 +330,7 @@ void GeoTreeLog::ensure_used_named_attributes()
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GeoTreeLog &child_log = modifier_log_->get_tree_log(child_hash);
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GeoTreeLog &child_log = modifier_log_->get_tree_log(child_hash);
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child_log.ensure_used_named_attributes();
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child_log.ensure_used_named_attributes();
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if (const std::optional<int32_t> &group_node_id = child_log.tree_loggers_[0]->group_node_id) {
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if (const std::optional<int32_t> &group_node_id = child_log.tree_loggers_[0]->group_node_id) {
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for (const auto &item : child_log.used_named_attributes.items()) {
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for (const auto item : child_log.used_named_attributes.items()) {
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add_attribute(*group_node_id, item.key, item.value);
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add_attribute(*group_node_id, item.key, item.value);
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}
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}
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}
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}
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