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authorClément Foucault <fclem>2022-09-02 14:48:55 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-09-02 14:51:43 +0300
commitde818d81c3f9868ca78399fa7f106bed893e540f (patch)
treef98d9d42e4684ec165a25d82889224f6603ef835 /source/blender/nodes/shader
parentf366d197db24cf611866a8d847b4022a6a46504e (diff)
Fix T98190: EEVEE: Very slow rendering on Intel HD Graphics 4400
This particular GPU driver does not constant fold all the way in order to discard the unused branches. To workaround that, we introduce a series of material flag that generates defines that only keep used branches. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D15852
Diffstat (limited to 'source/blender/nodes/shader')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc21
1 files changed, 21 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc
index a63c7aede04..2f75b7b533f 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.cc
@@ -167,6 +167,27 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat,
if (use_transparency) {
flag |= GPU_MATFLAG_TRANSPARENT;
}
+ if (use_clear) {
+ flag |= GPU_MATFLAG_CLEARCOAT;
+ }
+
+ /* Ref. T98190: Defines are optimizations for old compilers.
+ * Might become unecessary with EEVEE-Next. */
+ if (use_diffuse == false && use_refract == false && use_clear == true) {
+ flag |= GPU_MATFLAG_PRINCIPLED_CLEARCOAT;
+ }
+ else if (use_diffuse == false && use_refract == false && use_clear == false) {
+ flag |= GPU_MATFLAG_PRINCIPLED_METALLIC;
+ }
+ else if (use_diffuse == true && use_refract == false && use_clear == false) {
+ flag |= GPU_MATFLAG_PRINCIPLED_DIELECTRIC;
+ }
+ else if (use_diffuse == false && use_refract == true && use_clear == false) {
+ flag |= GPU_MATFLAG_PRINCIPLED_GLASS;
+ }
+ else {
+ flag |= GPU_MATFLAG_PRINCIPLED_ANY;
+ }
if (use_subsurf) {
bNodeSocket *socket = (bNodeSocket *)BLI_findlink(&node->original->inputs, 2);