Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
This commit is contained in:
@@ -780,7 +780,7 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final
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BLI_dynstr_append(ds, ";\n");
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}
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static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUOutput *output, bool use_new_shading)
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static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUOutput *output)
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{
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DynStr *ds = BLI_dynstr_new();
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char *code;
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@@ -806,38 +806,20 @@ static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUO
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BLI_dynstr_append(ds, "Closure nodetree_exec(void)\n{\n");
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if (use_new_shading) {
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if (builtins & GPU_VIEW_MATRIX)
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BLI_dynstr_append(ds, "\tmat4 viewmat = ViewMatrix;\n");
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if (builtins & GPU_CAMERA_TEXCO_FACTORS)
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BLI_dynstr_append(ds, "\tvec4 camtexfac = CameraTexCoFactors;\n");
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if (builtins & GPU_OBJECT_MATRIX)
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BLI_dynstr_append(ds, "\tmat4 objmat = ModelMatrix;\n");
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if (builtins & GPU_INVERSE_OBJECT_MATRIX)
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BLI_dynstr_append(ds, "\tmat4 objinv = ModelMatrixInverse;\n");
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if (builtins & GPU_INVERSE_VIEW_MATRIX)
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BLI_dynstr_append(ds, "\tmat4 viewinv = ViewMatrixInverse;\n");
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if (builtins & GPU_VIEW_NORMAL)
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BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? viewNormal: -viewNormal;\n");
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if (builtins & GPU_VIEW_POSITION)
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BLI_dynstr_append(ds, "\tvec3 viewposition = viewPosition;\n");
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}
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else {
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if (builtins & GPU_VIEW_MATRIX)
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BLI_dynstr_append(ds, "\tmat4 viewmat = unfviewmat;\n");
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if (builtins & GPU_CAMERA_TEXCO_FACTORS)
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BLI_dynstr_append(ds, "\tvec4 camtexfac = unfcameratexfactors;\n");
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if (builtins & GPU_OBJECT_MATRIX)
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BLI_dynstr_append(ds, "\tmat4 objmat = unfobmat;\n");
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if (builtins & GPU_INVERSE_OBJECT_MATRIX)
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BLI_dynstr_append(ds, "\tmat4 objinv = unfinvobmat;\n");
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if (builtins & GPU_INVERSE_VIEW_MATRIX)
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BLI_dynstr_append(ds, "\tmat4 viewinv = unfinvviewmat;\n");
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if (builtins & GPU_VIEW_NORMAL)
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BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? varnormal: -varnormal;\n");
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if (builtins & GPU_VIEW_POSITION)
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BLI_dynstr_append(ds, "\tvec3 viewposition = varposition;\n");
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}
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if (builtins & GPU_VIEW_MATRIX)
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BLI_dynstr_append(ds, "\tmat4 viewmat = ViewMatrix;\n");
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if (builtins & GPU_CAMERA_TEXCO_FACTORS)
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BLI_dynstr_append(ds, "\tvec4 camtexfac = CameraTexCoFactors;\n");
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if (builtins & GPU_OBJECT_MATRIX)
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BLI_dynstr_append(ds, "\tmat4 objmat = ModelMatrix;\n");
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if (builtins & GPU_INVERSE_OBJECT_MATRIX)
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BLI_dynstr_append(ds, "\tmat4 objinv = ModelMatrixInverse;\n");
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if (builtins & GPU_INVERSE_VIEW_MATRIX)
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BLI_dynstr_append(ds, "\tmat4 viewinv = ViewMatrixInverse;\n");
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if (builtins & GPU_VIEW_NORMAL)
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BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? viewNormal: -viewNormal;\n");
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if (builtins & GPU_VIEW_POSITION)
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BLI_dynstr_append(ds, "\tvec3 viewposition = viewPosition;\n");
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/* Calculate tangent space. */
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#ifdef WITH_OPENSUBDIV
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@@ -906,7 +888,7 @@ static const char *attrib_prefix_get(CustomDataType type)
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}
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}
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static char *code_generate_vertex_new(ListBase *nodes, const char *vert_code, bool use_geom)
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static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool use_geom)
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{
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DynStr *ds = BLI_dynstr_new();
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GPUNode *node;
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@@ -983,115 +965,7 @@ static char *code_generate_vertex_new(ListBase *nodes, const char *vert_code, bo
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return code;
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}
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static char *code_generate_vertex(ListBase *nodes, const GPUMatType type)
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{
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DynStr *ds = BLI_dynstr_new();
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GPUNode *node;
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GPUInput *input;
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char *code;
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char *vertcode = NULL;
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for (node = nodes->first; node; node = node->next) {
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for (input = node->inputs.first; input; input = input->next) {
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if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
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#ifdef WITH_OPENSUBDIV
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bool skip_opensubdiv = ELEM(input->attribtype, CD_MTFACE, CD_TANGENT);
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if (skip_opensubdiv) {
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BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
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}
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#endif
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BLI_dynstr_appendf(ds, "%s %s att%d;\n",
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GLEW_VERSION_3_0 ? "in" : "attribute",
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GPU_DATATYPE_STR[input->type], input->attribid);
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BLI_dynstr_appendf(ds, "uniform int att%d_info;\n", input->attribid);
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BLI_dynstr_appendf(ds, "%s %s var%d;\n",
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GLEW_VERSION_3_0 ? "out" : "varying",
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GPU_DATATYPE_STR[input->type], input->attribid);
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#ifdef WITH_OPENSUBDIV
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if (skip_opensubdiv) {
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BLI_dynstr_appendf(ds, "#endif\n");
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}
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#endif
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}
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}
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}
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BLI_dynstr_append(ds, "\n");
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switch (type) {
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case GPU_MATERIAL_TYPE_MESH:
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vertcode = datatoc_gpu_shader_vertex_glsl;
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break;
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case GPU_MATERIAL_TYPE_WORLD:
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vertcode = datatoc_gpu_shader_vertex_world_glsl;
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break;
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default:
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fprintf(stderr, "invalid material type, set one after GPU_material_construct_begin\n");
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break;
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}
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BLI_dynstr_append(ds, vertcode);
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for (node = nodes->first; node; node = node->next)
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for (input = node->inputs.first; input; input = input->next)
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if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
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if (input->attribtype == CD_TANGENT) { /* silly exception */
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#ifdef WITH_OPENSUBDIV
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BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
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#endif
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BLI_dynstr_appendf(
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ds, "\tvar%d.xyz = normalize(NormalMatrix * att%d.xyz);\n",
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input->attribid, input->attribid);
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BLI_dynstr_appendf(
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ds, "\tvar%d.w = att%d.w;\n",
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input->attribid, input->attribid);
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#ifdef WITH_OPENSUBDIV
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BLI_dynstr_appendf(ds, "#endif\n");
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#endif
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}
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else {
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#ifdef WITH_OPENSUBDIV
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bool is_mtface = input->attribtype == CD_MTFACE;
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if (is_mtface) {
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BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
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}
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#endif
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BLI_dynstr_appendf(ds, "\tset_var_from_attr(att%d, att%d_info, var%d);\n",
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input->attribid, input->attribid, input->attribid);
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#ifdef WITH_OPENSUBDIV
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if (is_mtface) {
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BLI_dynstr_appendf(ds, "#endif\n");
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}
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#endif
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}
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}
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/* unfortunately special handling is needed here because we abuse gl_Color/gl_SecondaryColor flat shading */
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else if (input->source == GPU_SOURCE_OPENGL_BUILTIN) {
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if (input->oglbuiltin == GPU_MATCAP_NORMAL) {
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/* remap to 0.0 - 1.0 range. This is done because OpenGL 2.0 clamps colors
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* between shader stages and we want the full range of the normal */
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BLI_dynstr_appendf(ds, "\tvec3 matcapcol = vec3(0.5) * varnormal + vec3(0.5);\n");
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BLI_dynstr_appendf(ds, "\tgl_FrontSecondaryColor = vec4(matcapcol, 1.0);\n");
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}
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else if (input->oglbuiltin == GPU_COLOR) {
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BLI_dynstr_appendf(ds, "\tgl_FrontColor = gl_Color;\n");
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}
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}
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BLI_dynstr_append(ds, "}\n");
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code = BLI_dynstr_get_cstring(ds);
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BLI_dynstr_free(ds);
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#if 0
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if (G.debug & G_DEBUG) printf("%s\n", code);
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#endif
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return code;
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}
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static char *code_generate_geometry_new(ListBase *nodes, const char *geom_code)
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static char *code_generate_geometry(ListBase *nodes, const char *geom_code)
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{
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DynStr *ds = BLI_dynstr_new();
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GPUNode *node;
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@@ -1136,67 +1010,6 @@ static char *code_generate_geometry_new(ListBase *nodes, const char *geom_code)
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return code;
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}
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static char *code_generate_geometry(ListBase *nodes, bool use_opensubdiv)
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{
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#ifdef WITH_OPENSUBDIV
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if (use_opensubdiv) {
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DynStr *ds = BLI_dynstr_new();
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GPUNode *node;
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GPUInput *input;
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char *code;
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/* Generate varying declarations. */
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for (node = nodes->first; node; node = node->next) {
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for (input = node->inputs.first; input; input = input->next) {
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if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
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if (input->attribtype == CD_MTFACE) {
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/* NOTE: For now we are using varying on purpose,
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* otherwise we are not able to write to the varying.
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*/
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BLI_dynstr_appendf(ds, "%s %s var%d%s;\n",
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"varying",
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GPU_DATATYPE_STR[input->type],
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input->attribid,
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"");
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BLI_dynstr_appendf(ds, "uniform int fvar%d_offset;\n",
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input->attribid);
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}
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}
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}
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}
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BLI_dynstr_append(ds, datatoc_gpu_shader_geometry_glsl);
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/* Generate varying assignments. */
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for (node = nodes->first; node; node = node->next) {
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for (input = node->inputs.first; input; input = input->next) {
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if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
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if (input->attribtype == CD_MTFACE) {
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BLI_dynstr_appendf(
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ds,
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"\tINTERP_FACE_VARYING_ATT_2(var%d, "
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"int(texelFetch(FVarDataOffsetBuffer, fvar%d_offset).r), st);\n",
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input->attribid,
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input->attribid);
|
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}
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}
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}
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}
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BLI_dynstr_append(ds, "}\n");
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code = BLI_dynstr_get_cstring(ds);
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BLI_dynstr_free(ds);
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//if (G.debug & G_DEBUG) printf("%s\n", code);
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return code;
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}
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#else
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UNUSED_VARS(nodes, use_opensubdiv);
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#endif
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return NULL;
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}
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void GPU_code_generate_glsl_lib(void)
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{
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DynStr *ds;
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@@ -1223,65 +1036,6 @@ GPUShader *GPU_pass_shader(GPUPass *pass)
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return pass->shader;
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}
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static void gpu_nodes_extract_dynamic_inputs_new(GPUShader *shader, ListBase *inputs, ListBase *nodes)
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{
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GPUNode *node;
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GPUInput *next, *input;
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int extract, z;
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BLI_listbase_clear(inputs);
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if (!shader)
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return;
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|
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GPU_shader_bind(shader);
|
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|
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for (node = nodes->first; node; node = node->next) {
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z = 0;
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for (input = node->inputs.first; input; input = next, z++) {
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next = input->next;
|
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|
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/* attributes don't need to be bound, they already have
|
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* an id that the drawing functions will use */
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if (input->source == GPU_SOURCE_ATTRIB) {
|
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continue;
|
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}
|
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if (input->source == GPU_SOURCE_BUILTIN ||
|
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input->source == GPU_SOURCE_OPENGL_BUILTIN)
|
||||
{
|
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continue;
|
||||
}
|
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|
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if (input->ima || input->tex || input->prv)
|
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BLI_snprintf(input->shadername, sizeof(input->shadername), "samp%d", input->texid);
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else
|
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BLI_snprintf(input->shadername, sizeof(input->shadername), "unf%d", input->id);
|
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|
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/* pass non-dynamic uniforms to opengl */
|
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extract = 0;
|
||||
|
||||
if (input->ima || input->tex || input->prv) {
|
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if (input->bindtex)
|
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extract = 1;
|
||||
}
|
||||
else if (input->dynamicvec)
|
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extract = 1;
|
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|
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if (extract)
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input->shaderloc = GPU_shader_get_uniform(shader, input->shadername);
|
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/* extract nodes */
|
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if (extract) {
|
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BLI_remlink(&node->inputs, input);
|
||||
BLI_addtail(inputs, input);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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GPU_shader_unbind();
|
||||
}
|
||||
|
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static void gpu_nodes_extract_dynamic_inputs(GPUShader *shader, ListBase *inputs, ListBase *nodes)
|
||||
{
|
||||
GPUNode *node;
|
||||
@@ -1303,26 +1057,9 @@ static void gpu_nodes_extract_dynamic_inputs(GPUShader *shader, ListBase *inputs
|
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/* attributes don't need to be bound, they already have
|
||||
* an id that the drawing functions will use */
|
||||
if (input->source == GPU_SOURCE_ATTRIB) {
|
||||
#ifdef WITH_OPENSUBDIV
|
||||
/* We do need mtface attributes for later, so we can
|
||||
* update face-varuing variables offset in the texture
|
||||
* buffer for proper sampling from the shader.
|
||||
*
|
||||
* We don't do anything about attribute itself, we
|
||||
* only use it to learn which uniform name is to be
|
||||
* updated.
|
||||
*
|
||||
* TODO(sergey): We can add ad extra uniform input
|
||||
* for the offset, which will be purely internal and
|
||||
* which would avoid having such an exceptions.
|
||||
*/
|
||||
if (input->attribtype != CD_MTFACE) {
|
||||
continue;
|
||||
}
|
||||
#else
|
||||
continue;
|
||||
#endif
|
||||
}
|
||||
|
||||
if (input->source == GPU_SOURCE_BUILTIN ||
|
||||
input->source == GPU_SOURCE_OPENGL_BUILTIN)
|
||||
{
|
||||
@@ -1347,14 +1084,6 @@ static void gpu_nodes_extract_dynamic_inputs(GPUShader *shader, ListBase *inputs
|
||||
if (extract)
|
||||
input->shaderloc = GPU_shader_get_uniform(shader, input->shadername);
|
||||
|
||||
#ifdef WITH_OPENSUBDIV
|
||||
if (input->source == GPU_SOURCE_ATTRIB &&
|
||||
input->attribtype == CD_MTFACE)
|
||||
{
|
||||
extract = 1;
|
||||
}
|
||||
#endif
|
||||
|
||||
/* extract nodes */
|
||||
if (extract) {
|
||||
BLI_remlink(&node->inputs, input);
|
||||
@@ -1802,19 +1531,6 @@ void GPU_nodes_get_vertex_attributes(ListBase *nodes, GPUVertexAttribs *attribs)
|
||||
}
|
||||
}
|
||||
|
||||
static void gpu_nodes_get_builtin_flag(ListBase *nodes, int *builtin)
|
||||
{
|
||||
GPUNode *node;
|
||||
GPUInput *input;
|
||||
|
||||
*builtin = 0;
|
||||
|
||||
for (node = nodes->first; node; node = node->next)
|
||||
for (input = node->inputs.first; input; input = input->next)
|
||||
if (input->source == GPU_SOURCE_BUILTIN)
|
||||
*builtin |= input->builtin;
|
||||
}
|
||||
|
||||
/* varargs linking */
|
||||
|
||||
GPUNodeLink *GPU_attribute(const CustomDataType type, const char *name)
|
||||
@@ -2129,11 +1845,11 @@ GPUPass *GPU_generate_pass_new(
|
||||
GPU_nodes_get_vertex_attributes(nodes, attribs);
|
||||
|
||||
/* generate code */
|
||||
char *fragmentgen = code_generate_fragment(material, nodes, frag_outlink->output, true);
|
||||
char *fragmentgen = code_generate_fragment(material, nodes, frag_outlink->output);
|
||||
char *tmp = BLI_strdupcat(frag_lib, glsl_material_library);
|
||||
|
||||
vertexcode = code_generate_vertex_new(nodes, vert_code, (geom_code != NULL));
|
||||
geometrycode = (geom_code) ? code_generate_geometry_new(nodes, geom_code) : NULL;
|
||||
vertexcode = code_generate_vertex(nodes, vert_code, (geom_code != NULL));
|
||||
geometrycode = (geom_code) ? code_generate_geometry(nodes, geom_code) : NULL;
|
||||
fragmentcode = BLI_strdupcat(tmp, fragmentgen);
|
||||
|
||||
MEM_freeN(fragmentgen);
|
||||
@@ -2182,85 +1898,11 @@ GPUPass *GPU_generate_pass_new(
|
||||
return NULL;
|
||||
}
|
||||
else {
|
||||
gpu_nodes_extract_dynamic_inputs_new(shader, inputs, nodes);
|
||||
gpu_nodes_extract_dynamic_inputs(shader, inputs, nodes);
|
||||
return pass;
|
||||
}
|
||||
}
|
||||
|
||||
/* TODO(fclem) Remove for 2.8 */
|
||||
GPUPass *GPU_generate_pass(
|
||||
ListBase *nodes, ListBase *inputs, GPUNodeLink *outlink,
|
||||
GPUVertexAttribs *attribs, int *builtins,
|
||||
const GPUMatType type, const char *UNUSED(name),
|
||||
const bool use_opensubdiv,
|
||||
const bool use_new_shading)
|
||||
{
|
||||
GPUShader *shader;
|
||||
GPUPass *pass;
|
||||
char *vertexcode, *geometrycode, *fragmentcode;
|
||||
|
||||
#if 0
|
||||
if (!FUNCTION_LIB) {
|
||||
GPU_nodes_free(nodes);
|
||||
return NULL;
|
||||
}
|
||||
#endif
|
||||
|
||||
/* prune unused nodes */
|
||||
GPU_nodes_prune(nodes, outlink);
|
||||
|
||||
GPU_nodes_get_vertex_attributes(nodes, attribs);
|
||||
gpu_nodes_get_builtin_flag(nodes, builtins);
|
||||
|
||||
/* generate code and compile with opengl */
|
||||
fragmentcode = code_generate_fragment(NULL, nodes, outlink->output, false);
|
||||
vertexcode = code_generate_vertex(nodes, type);
|
||||
geometrycode = code_generate_geometry(nodes, use_opensubdiv);
|
||||
|
||||
int flags = GPU_SHADER_FLAGS_NONE;
|
||||
if (use_opensubdiv) {
|
||||
flags |= GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV;
|
||||
}
|
||||
if (use_new_shading) {
|
||||
flags |= GPU_SHADER_FLAGS_NEW_SHADING;
|
||||
}
|
||||
shader = GPU_shader_create_ex(vertexcode,
|
||||
fragmentcode,
|
||||
geometrycode,
|
||||
glsl_material_library,
|
||||
NULL,
|
||||
flags);
|
||||
|
||||
/* failed? */
|
||||
if (!shader) {
|
||||
if (fragmentcode)
|
||||
MEM_freeN(fragmentcode);
|
||||
if (vertexcode)
|
||||
MEM_freeN(vertexcode);
|
||||
memset(attribs, 0, sizeof(*attribs));
|
||||
memset(builtins, 0, sizeof(*builtins));
|
||||
gpu_nodes_free(nodes);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
/* create pass */
|
||||
pass = MEM_callocN(sizeof(GPUPass), "GPUPass");
|
||||
pass->refcount = 1;
|
||||
pass->shader = shader;
|
||||
pass->fragmentcode = fragmentcode;
|
||||
pass->geometrycode = geometrycode;
|
||||
pass->vertexcode = vertexcode;
|
||||
pass->libcode = glsl_material_library;
|
||||
|
||||
BLI_linklist_prepend(&pass_cache, pass);
|
||||
|
||||
/* extract dynamic inputs and throw away nodes */
|
||||
gpu_nodes_extract_dynamic_inputs(shader, inputs, nodes);
|
||||
gpu_nodes_free(nodes);
|
||||
|
||||
return pass;
|
||||
}
|
||||
|
||||
void GPU_pass_release(GPUPass *pass)
|
||||
{
|
||||
BLI_assert(pass->refcount > 0);
|
||||
|
||||
Reference in New Issue
Block a user