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authorLukas Toenne <lukas.toenne@googlemail.com>2011-09-06 20:32:51 +0400
committerLukas Toenne <lukas.toenne@googlemail.com>2011-09-06 20:32:51 +0400
commit884fc84793be1c5fdd6643ad267331381f8e1c6b (patch)
treed67444faa3372fd92b4a5cc37a41b7281a0ba2c2 /source/blender/nodes/shader/node_shader_tree.c
parente79d16270bc29f44431689fdb1b362b1866ab8c3 (diff)
Fix for multiple parallel group node executions.
This would previously break because begin/end functions for each tree type still have some checks of the ntree->execdata pointer in them, despite the intended use of execdata instances instead of trees themselves for execution data storage. This is an artifact of the old execution system that required these checks to be made in the functions to avoid multiple execution of top-level trees. Now these functions take an additional argument, so group nodes can prevent them from setting and checking the nodetree->execdata pointers.
Diffstat (limited to 'source/blender/nodes/shader/node_shader_tree.c')
-rw-r--r--source/blender/nodes/shader/node_shader_tree.c44
1 files changed, 28 insertions, 16 deletions
diff --git a/source/blender/nodes/shader/node_shader_tree.c b/source/blender/nodes/shader/node_shader_tree.c
index 8cb1ebeb15f..642e4be10d7 100644
--- a/source/blender/nodes/shader/node_shader_tree.c
+++ b/source/blender/nodes/shader/node_shader_tree.c
@@ -108,11 +108,11 @@ void ntreeGPUMaterialNodes(bNodeTree *ntree, GPUMaterial *mat)
bNodeTreeExec *exec;
if(!ntree->execdata)
- exec = ntreeShaderBeginExecTree(ntree);
+ exec = ntreeShaderBeginExecTree(ntree, 1);
ntreeExecGPUNodes(exec, mat, 1);
- ntreeShaderEndExecTree(exec);
+ ntreeShaderEndExecTree(exec, 1);
}
/* **************** call to switch lamploop for material node ************ */
@@ -125,16 +125,21 @@ void set_node_shader_lamp_loop(void (*lamp_loop_func)(ShadeInput *, ShadeResult
}
-bNodeTreeExec *ntreeShaderBeginExecTree(bNodeTree *ntree)
+/* XXX Group nodes must set use_tree_data to false, since their trees can be shared by multiple nodes.
+ * If use_tree_data is true, the ntree->execdata pointer is checked to avoid multiple execution of top-level trees.
+ */
+bNodeTreeExec *ntreeShaderBeginExecTree(bNodeTree *ntree, int use_tree_data)
{
bNodeTreeExec *exec;
bNode *node;
- /* XXX hack: prevent exec data from being generated twice.
- * this should be handled by the renderer!
- */
- if (ntree->execdata)
- return ntree->execdata;
+ if (use_tree_data) {
+ /* XXX hack: prevent exec data from being generated twice.
+ * this should be handled by the renderer!
+ */
+ if (ntree->execdata)
+ return ntree->execdata;
+ }
/* ensures only a single output node is enabled */
ntreeSetOutput(ntree);
@@ -148,15 +153,20 @@ bNodeTreeExec *ntreeShaderBeginExecTree(bNodeTree *ntree)
for(node= exec->nodetree->nodes.first; node; node= node->next)
node->need_exec= 1;
- /* XXX this should not be necessary, but is still used for cmp/sha/tex nodes,
- * which only store the ntree pointer. Should be fixed at some point!
- */
- ntree->execdata = exec;
+ if (use_tree_data) {
+ /* XXX this should not be necessary, but is still used for cmp/sha/tex nodes,
+ * which only store the ntree pointer. Should be fixed at some point!
+ */
+ ntree->execdata = exec;
+ }
return exec;
}
-void ntreeShaderEndExecTree(bNodeTreeExec *exec)
+/* XXX Group nodes must set use_tree_data to false, since their trees can be shared by multiple nodes.
+ * If use_tree_data is true, the ntree->execdata pointer is checked to avoid multiple execution of top-level trees.
+ */
+void ntreeShaderEndExecTree(bNodeTreeExec *exec, int use_tree_data)
{
if(exec) {
bNodeTree *ntree= exec->nodetree;
@@ -176,8 +186,10 @@ void ntreeShaderEndExecTree(bNodeTreeExec *exec)
ntree_exec_end(exec);
- /* XXX clear nodetree backpointer to exec data, same problem as noted in ntreeBeginExecTree */
- ntree->execdata = NULL;
+ if (use_tree_data) {
+ /* XXX clear nodetree backpointer to exec data, same problem as noted in ntreeBeginExecTree */
+ ntree->execdata = NULL;
+ }
}
}
@@ -199,7 +211,7 @@ void ntreeShaderExecTree(bNodeTree *ntree, ShadeInput *shi, ShadeResult *shr)
memset(shr, 0, sizeof(ShadeResult));
if (!exec)
- exec = ntree->execdata = ntreeShaderBeginExecTree(exec->nodetree);
+ exec = ntree->execdata = ntreeShaderBeginExecTree(exec->nodetree, 1);
nts= ntreeGetThreadStack(exec, shi->thread);
ntreeExecThreadNodes(exec, nts, &scd, shi->thread);