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authorDalai Felinto <dfelinto@gmail.com>2017-10-16 21:36:44 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-10-16 21:36:45 +0300
commite8962f90de4222d6f750d3d3478eff65490365d8 (patch)
tree45d534da762cab5b697d371fef0b42dffaad1f47 /source/blender/nodes
parenta2758152e2dccb3b016e13a3de2d9e58587866ab (diff)
Fix compatibility flag for nodetree
NODE_NEWER_SHADING was introduced in e868b459bb8e however it should have been added as a bitflag. BKE_scene_uses_blender_eevee() was used in gpu_shader_output() as a workaround for compatibility being poorly used. Anyways this fixes this situation. This is necessary for an upcoming patch, even though this is considered temporary - since the other NODE_*_SHADING values are legacy from Blender Internal drawing.
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/shader/node_shader_tree.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_output.c4
2 files changed, 1 insertions, 5 deletions
diff --git a/source/blender/nodes/shader/node_shader_tree.c b/source/blender/nodes/shader/node_shader_tree.c
index 35a8c712905..08205d589bf 100644
--- a/source/blender/nodes/shader/node_shader_tree.c
+++ b/source/blender/nodes/shader/node_shader_tree.c
@@ -504,7 +504,7 @@ static bool ntree_tag_ssr_bsdf_cb(bNode *fromnode, bNode *UNUSED(tonode), void *
*/
static void ntree_shader_tag_ssr_node(bNodeTree *ntree, short compatibility)
{
- if (compatibility != NODE_NEWER_SHADING) {
+ if (compatibility & NODE_NEWER_SHADING) {
/* We can only deal with new shading system here. */
return;
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_output.c b/source/blender/nodes/shader/nodes/node_shader_output.c
index dcf6fec41a4..52f659d8321 100644
--- a/source/blender/nodes/shader/nodes/node_shader_output.c
+++ b/source/blender/nodes/shader/nodes/node_shader_output.c
@@ -76,10 +76,6 @@ static int gpu_shader_output(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSE
GPU_material_enable_alpha(mat);
#endif
- if (BKE_scene_uses_blender_eevee(GPU_material_scene(mat))) {
- return false;
- }
-
GPU_stack_link(mat, node, "output_node", in, out, &outlink);
GPU_material_output_link(mat, outlink);