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-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c58
-rw-r--r--source/blender/gpu/GPU_material.h4
-rw-r--r--source/blender/gpu/intern/gpu_material.c39
3 files changed, 68 insertions, 33 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 74cb6b0d7a0..7bc45bf62e3 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -351,40 +351,55 @@ void EEVEE_materials_init(void)
struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, World *wo)
{
+ const void *engine = &DRW_engine_viewport_eevee_type;
+ const int options = VAR_WORLD_PROBE;
+
+ GPUMaterial *mat = GPU_material_from_nodetree_find(&wo->gpumaterial, engine, options);
+ if (mat != NULL) {
+ return mat;
+ }
return GPU_material_from_nodetree(
- scene, wo->nodetree, &wo->gpumaterial, &DRW_engine_viewport_eevee_type,
- VAR_WORLD_PROBE,
- datatoc_lightprobe_vert_glsl, datatoc_lightprobe_geom_glsl, e_data.frag_shader_lib,
- SHADER_DEFINES "#define PROBE_CAPTURE\n");
+ scene, wo->nodetree, &wo->gpumaterial, engine, options,
+ datatoc_lightprobe_vert_glsl, datatoc_lightprobe_geom_glsl, e_data.frag_shader_lib,
+ SHADER_DEFINES "#define PROBE_CAPTURE\n");
}
struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, World *wo)
{
+ const void *engine = &DRW_engine_viewport_eevee_type;
+ int options = VAR_WORLD_BACKGROUND;
+
+ GPUMaterial *mat = GPU_material_from_nodetree_find(&wo->gpumaterial, engine, options);
+ if (mat != NULL) {
+ return mat;
+ }
return GPU_material_from_nodetree(
- scene, wo->nodetree, &wo->gpumaterial, &DRW_engine_viewport_eevee_type,
- VAR_WORLD_BACKGROUND,
- datatoc_background_vert_glsl, NULL, e_data.frag_shader_lib,
- SHADER_DEFINES "#define WORLD_BACKGROUND\n");
+ scene, wo->nodetree, &wo->gpumaterial, engine, options,
+ datatoc_background_vert_glsl, NULL, e_data.frag_shader_lib,
+ SHADER_DEFINES "#define WORLD_BACKGROUND\n");
}
struct GPUMaterial *EEVEE_material_mesh_get(
struct Scene *scene, Material *ma,
bool use_ao, bool use_bent_normals)
{
- struct GPUMaterial *mat;
-
+ const void *engine = &DRW_engine_viewport_eevee_type;
int options = VAR_MAT_MESH;
if (use_ao) options |= VAR_MAT_AO;
if (use_bent_normals) options |= VAR_MAT_BENT;
+ GPUMaterial *mat = GPU_material_from_nodetree_find(&ma->gpumaterial, engine, options);
+ if (mat) {
+ return mat;
+ }
+
char *defines = eevee_get_defines(options);
mat = GPU_material_from_nodetree(
- scene, ma->nodetree, &ma->gpumaterial, &DRW_engine_viewport_eevee_type,
- options,
- datatoc_lit_surface_vert_glsl, NULL, e_data.frag_shader_lib,
- defines);
+ scene, ma->nodetree, &ma->gpumaterial, engine, options,
+ datatoc_lit_surface_vert_glsl, NULL, e_data.frag_shader_lib,
+ defines);
MEM_freeN(defines);
@@ -395,20 +410,23 @@ struct GPUMaterial *EEVEE_material_hair_get(
struct Scene *scene, Material *ma,
bool use_ao, bool use_bent_normals)
{
- struct GPUMaterial *mat;
-
+ const void *engine = &DRW_engine_viewport_eevee_type;
int options = VAR_MAT_MESH | VAR_MAT_HAIR;
if (use_ao) options |= VAR_MAT_AO;
if (use_bent_normals) options |= VAR_MAT_BENT;
+ GPUMaterial *mat = GPU_material_from_nodetree_find(&ma->gpumaterial, engine, options);
+ if (mat) {
+ return mat;
+ }
+
char *defines = eevee_get_defines(options);
mat = GPU_material_from_nodetree(
- scene, ma->nodetree, &ma->gpumaterial, &DRW_engine_viewport_eevee_type,
- options,
- datatoc_lit_surface_vert_glsl, NULL, e_data.frag_shader_lib,
- defines);
+ scene, ma->nodetree, &ma->gpumaterial, engine, options,
+ datatoc_lit_surface_vert_glsl, NULL, e_data.frag_shader_lib,
+ defines);
MEM_freeN(defines);
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 4345a31839a..b12a59f607d 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -219,8 +219,10 @@ GPUBlendMode GPU_material_alpha_blend(GPUMaterial *material, float obcol[4]);
/* High level functions to create and use GPU materials */
GPUMaterial *GPU_material_world(struct Scene *scene, struct World *wo);
+GPUMaterial *GPU_material_from_nodetree_find(
+ struct ListBase *gpumaterials, const void *engine_type, int options);
GPUMaterial *GPU_material_from_nodetree(
- struct Scene *scene, struct bNodeTree *ntree, struct ListBase *gpumaterials, void *engine_type, int options,
+ struct Scene *scene, struct bNodeTree *ntree, struct ListBase *gpumaterials, const void *engine_type, int options,
const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines);
GPUMaterial *GPU_material_from_blender(struct Scene *scene, struct Material *ma, bool use_opensubdiv);
GPUMaterial *GPU_material_matcap(struct Scene *scene, struct Material *ma, bool use_opensubdiv);
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 15253477c7c..dafd305e8ba 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -101,7 +101,7 @@ struct GPUMaterial {
* some code generation is done differently depending on the use case */
int type; /* DEPRECATED */
- void *engine; /* attached engine type */
+ const void *engine_type; /* attached engine type */
int options; /* to identify shader variations (shadow, probe, world background...) */
/* for creating the material */
@@ -2103,28 +2103,43 @@ GPUMaterial *GPU_material_world(struct Scene *scene, struct World *wo)
return mat;
}
-/* TODO : This is supposed to replace GPU_material_from_blender/_world in the future */
-GPUMaterial *GPU_material_from_nodetree(
- Scene *scene, struct bNodeTree *ntree, ListBase *gpumaterials, void *engine_type, int options,
- const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines)
+GPUMaterial *GPU_material_from_nodetree_find(
+ ListBase *gpumaterials, const void *engine_type, int options)
{
- GPUMaterial *mat;
- GPUNodeLink *outlink;
- LinkData *link;
-
- for (link = gpumaterials->first; link; link = link->next) {
+ for (LinkData *link = gpumaterials->first; link; link = link->next) {
GPUMaterial *current_material = (GPUMaterial *)link->data;
- if (current_material->engine == engine_type &&
+ if (current_material->engine_type == engine_type &&
current_material->options == options)
{
return current_material;
}
}
+ return NULL;
+}
+
+/**
+ * TODO: This is supposed to replace GPU_material_from_blender/_world in the future
+ *
+ * \note Caller must use #GPU_material_from_nodetree_find to re-use existing materials,
+ * This is enforced since constructing other arguments to this function may be expensive
+ * so only do this when they are needed.
+ */
+GPUMaterial *GPU_material_from_nodetree(
+ Scene *scene, struct bNodeTree *ntree, ListBase *gpumaterials, const void *engine_type, int options,
+ const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines)
+{
+ GPUMaterial *mat;
+ GPUNodeLink *outlink;
+ LinkData *link;
+
+ /* Caller must re-use materials. */
+ BLI_assert(GPU_material_from_nodetree_find(gpumaterials, engine_type, options) == NULL);
+
/* allocate material */
mat = GPU_material_construct_begin(NULL); /* TODO remove GPU_material_construct_begin */
mat->scene = scene;
- mat->engine = engine_type;
+ mat->engine_type = engine_type;
mat->options = options;
ntreeGPUMaterialNodes(ntree, mat, NODE_NEWER_SHADING);