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authorDalai Felinto <dfelinto@gmail.com>2017-09-05 17:33:08 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-09-05 17:40:27 +0300
commit518e7685790f28789bbe795f370ee3b1a5f776c6 (patch)
tree0e578f7f491c77174653b1ace70f002632cf1b4a /source/blender/nodes
parentbffa57e6d83d157cb81a631a92cd20e7958a69a4 (diff)
Fix T52441: Principle BSDF clearcoat
Since the change to prevent shader recompilation at every update, we got a regression when clearcoat was used. Basically at the shader build time we would determine if the shader needed clear coat, and if it didin't, it would build a different GLSL program. However if later the user updated the clearcoat value so that it would then require the full clearcoat shader, the user wouldn't get it until manually forcing the shader to recompile, or reopening the file. We now handle the optimization in the GLSL code. That adds a minimum overhead due to branching. But the overall performance seems unchanged (tested on linux in AMD and NVidia). Reviewers: pascal, brecht, fclem Differential Revision: https://developer.blender.org/D2822
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c8
1 files changed, 1 insertions, 7 deletions
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 1ec77bc9189..29a6d062947 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
@@ -98,13 +98,7 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *node, bNodeE
&in[19].link);
}
- /* Only use complex versions when needed. */
- if (!in[12].link && (in[12].vec[0] == 0.0f)) {
- return GPU_stack_link(mat, node, "node_bsdf_principled_simple", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_uniform(&node->ssr_id));
- }
- else {
- return GPU_stack_link(mat, node, "node_bsdf_principled_clearcoat", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_uniform(&node->ssr_id));
- }
+ return GPU_stack_link(mat, node, "node_bsdf_principled_clearcoat", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_uniform(&node->ssr_id));
}
static void node_shader_update_principled(bNodeTree *UNUSED(ntree), bNode *node)