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authorClément Foucault <foucault.clem@gmail.com>2017-10-27 17:07:44 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-10-27 23:49:15 +0300
commit18ba7e26ad445981fb2750ec4bef1273f11d1554 (patch)
treeea935b8cb35d025ab86442bbcff5dc126f485a8b /source/blender/blenkernel/BKE_node.h
parent23f51a4e43b75514b1219efcde9767bab0c166c2 (diff)
GPUMaterial: Add a domain property.
This let us know efficiently if a material has a dedicated nodetree for each of it's output node input. Only works for Eevee at this moment.
Diffstat (limited to 'source/blender/blenkernel/BKE_node.h')
-rw-r--r--source/blender/blenkernel/BKE_node.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h
index fe9fb2598d0..20516d3dd5e 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -816,6 +816,7 @@ extern void (*node_shader_lamp_loop)(struct ShadeInput *, struct ShadeResult *);
void set_node_shader_lamp_loop(void (*lamp_loop_func)(struct ShadeInput *, struct ShadeResult *));
void ntreeGPUMaterialNodes(struct bNodeTree *ntree, struct GPUMaterial *mat, short compatibility);
+void ntreeGPUMaterialDomain(struct bNodeTree *ntree, bool *has_surface_output, bool *has_volume_output);
/** \} */