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authorClément Foucault <foucault.clem@gmail.com>2018-08-03 19:53:36 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-08-08 22:26:49 +0300
commit82352565b79d1abb3b6f513bf186c1b3d80e8f0c (patch)
treeaec2daede19ce964e8dc66db76f36dbb4aac5e48 /source/blender/nodes
parent05c0992c9b8fd852855b908fcd6333678360c307 (diff)
Eevee: Remove some of the non-necessary uniforms
The remaining ones are from the attributes linear/srgb switches and from nodes that should be pruned before running their _gpu function.
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c2
9 files changed, 18 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c
index c1423867d96..6551b20a375 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c
@@ -54,6 +54,8 @@ static int node_shader_gpu_bsdf_anisotropic(GPUMaterial *mat, bNode *node, bNode
if (!in[4].link)
GPU_link(mat, "world_normals_get", &in[4].link);
+ GPU_material_flag_set(mat, GPU_MATFLAG_GLOSSY);
+
return GPU_stack_link(mat, node, "node_bsdf_anisotropic", in, out);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c
index 58a37b0e81d..c1b8c748657 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c
@@ -46,6 +46,8 @@ static int node_shader_gpu_bsdf_diffuse(GPUMaterial *mat, bNode *node, bNodeExec
if (!in[2].link)
GPU_link(mat, "world_normals_get", &in[2].link);
+ GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE);
+
return GPU_stack_link(mat, node, "node_bsdf_diffuse", in, out);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c
index 7b060bc68aa..ada6e21356f 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c
@@ -52,6 +52,8 @@ static int node_shader_gpu_bsdf_glass(GPUMaterial *mat, bNode *node, bNodeExecDa
if (!in[3].link)
GPU_link(mat, "world_normals_get", &in[3].link);
+ GPU_material_flag_set(mat, GPU_MATFLAG_GLOSSY | GPU_MATFLAG_REFRACT);
+
return GPU_stack_link(mat, node, "node_bsdf_glass", in, out, GPU_uniform(&node->ssr_id));
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c
index c3fb43c0ce8..f56837de261 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c
@@ -51,6 +51,8 @@ static int node_shader_gpu_bsdf_glossy(GPUMaterial *mat, bNode *node, bNodeExecD
if (!in[2].link)
GPU_link(mat, "world_normals_get", &in[2].link);
+ GPU_material_flag_set(mat, GPU_MATFLAG_GLOSSY);
+
return GPU_stack_link(mat, node, "node_bsdf_glossy", in, out, GPU_uniform(&node->ssr_id));
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
index 7f02295d45f..831ac1c98da 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
@@ -117,6 +117,8 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *node, bNodeE
GPU_link(mat, "set_rgb", GPU_uniform((float *)one), &sss_scale);
}
+ GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE | GPU_MATFLAG_GLOSSY | GPU_MATFLAG_REFRACT);
+
return GPU_stack_link(mat, node, "node_bsdf_principled_clearcoat", in, out, GPU_builtin(GPU_VIEW_POSITION),
GPU_uniform(&node->ssr_id), GPU_uniform(&node->sss_id), sss_scale);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.c
index 41dd3f8af3c..b59f1c80342 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.c
@@ -52,6 +52,8 @@ static int node_shader_gpu_bsdf_refraction(GPUMaterial *mat, bNode *node, bNodeE
if (!in[3].link)
GPU_link(mat, "world_normals_get", &in[3].link);
+ GPU_material_flag_set(mat, GPU_MATFLAG_REFRACT);
+
return GPU_stack_link(mat, node, "node_bsdf_refraction", in, out);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c
index 2c0949f275c..349db30af14 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c
@@ -45,6 +45,8 @@ static int node_shader_gpu_bsdf_translucent(GPUMaterial *mat, bNode *node, bNode
if (!in[1].link)
GPU_link(mat, "world_normals_get", &in[1].link);
+ GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE);
+
return GPU_stack_link(mat, node, "node_bsdf_translucent", in, out);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c
index ce331f03d4e..59b831c0dab 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c
@@ -46,6 +46,8 @@ static int node_shader_gpu_bsdf_velvet(GPUMaterial *mat, bNode *node, bNodeExecD
if (!in[2].link)
GPU_link(mat, "world_normals_get", &in[2].link);
+ GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE);
+
return GPU_stack_link(mat, node, "node_bsdf_velvet", in, out);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c b/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
index 57fb9026595..3f0ba3c1c60 100644
--- a/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
+++ b/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
@@ -54,6 +54,8 @@ static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat, bNode *node,
if (!in[5].link)
GPU_link(mat, "world_normals_get", &in[5].link);
+ GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE);
+
if (node->sss_id == 1) {
bNodeSocket *socket = BLI_findlink(&node->original->inputs, 2);
bNodeSocketValueRGBA *socket_data = socket->default_value;