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author | Clément Foucault <foucault.clem@gmail.com> | 2017-10-27 17:07:44 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-10-27 23:49:15 +0300 |
commit | 18ba7e26ad445981fb2750ec4bef1273f11d1554 (patch) | |
tree | ea935b8cb35d025ab86442bbcff5dc126f485a8b /source/blender/blenkernel/BKE_node.h | |
parent | 23f51a4e43b75514b1219efcde9767bab0c166c2 (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.h | 1 |
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); /** \} */ |