GPU: avoid unnecessary multiple nodetree localize and output finding.
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@@ -254,7 +254,6 @@ typedef struct bNodeType {
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/* nodetype->compatibility */
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#define NODE_OLD_SHADING (1 << 0)
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#define NODE_NEW_SHADING (1 << 1)
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#define NODE_NEWER_SHADING (1 << 2)
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/* node resize directions */
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#define NODE_RESIZE_TOP 1
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@@ -814,8 +813,8 @@ struct bNodeTreeExec *ntreeShaderBeginExecTree(struct bNodeTree *ntree);
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void ntreeShaderEndExecTree(struct bNodeTreeExec *exec);
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bool ntreeShaderExecTree(struct bNodeTree *ntree, int thread);
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void ntreeGPUMaterialNodes(struct bNodeTree *ntree, struct GPUMaterial *mat, short compatibility);
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void ntreeGPUMaterialDomain(struct bNodeTree *ntree, bool *has_surface_output, bool *has_volume_output);
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void ntreeGPUMaterialNodes(struct bNodeTree *ntree, struct GPUMaterial *mat,
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bool *has_surface_output, bool *has_volume_output);
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/** \} */
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