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authorClément Foucault <foucault.clem@gmail.com>2019-05-11 15:37:27 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-14 11:57:03 +0300
commit2d28df783a029ee5b64da005b2fa400e4e8de976 (patch)
tree52761ab5351a3db388482029625e3c0526044037 /source/blender/draw/intern/draw_manager_shader.c
parent642c8010b210e1671f4faa0ca1c097c77f19042a (diff)
GPU: Move Material index to nodetree evaluation
This removes the need to pass the Material* all over the place in the draw manager. Cleanup comming right after.
Diffstat (limited to 'source/blender/draw/intern/draw_manager_shader.c')
-rw-r--r--source/blender/draw/intern/draw_manager_shader.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c
index b60a41ab0c9..186bbae5cad 100644
--- a/source/blender/draw/intern/draw_manager_shader.c
+++ b/source/blender/draw/intern/draw_manager_shader.c
@@ -394,6 +394,7 @@ GPUMaterial *DRW_shader_create_from_world(struct Scene *scene,
if (mat == NULL) {
scene = (Scene *)DEG_get_original_id(&DST.draw_ctx.scene->id);
mat = GPU_material_from_nodetree(scene,
+ NULL,
wo->nodetree,
&wo->gpumaterial,
engine_type,
@@ -430,6 +431,7 @@ GPUMaterial *DRW_shader_create_from_material(struct Scene *scene,
if (mat == NULL) {
scene = (Scene *)DEG_get_original_id(&DST.draw_ctx.scene->id);
mat = GPU_material_from_nodetree(scene,
+ ma,
ma->nodetree,
&ma->gpumaterial,
engine_type,