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Diffstat (limited to 'source/blender/nodes/shader')
-rw-r--r--source/blender/nodes/shader/node_shader_util.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_attribute.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_geometry.c3
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_normal_map.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tangent.c4
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_coord.c4
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_environment.c14
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_image.c32
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_sky.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_uvmap.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vector_displacement.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vertex_color.c2
12 files changed, 36 insertions, 35 deletions
diff --git a/source/blender/nodes/shader/node_shader_util.c b/source/blender/nodes/shader/node_shader_util.c
index 9615c6f01e0..93d03720058 100644
--- a/source/blender/nodes/shader/node_shader_util.c
+++ b/source/blender/nodes/shader/node_shader_util.c
@@ -276,7 +276,7 @@ void node_shader_gpu_bump_tex_coord(GPUMaterial *mat, bNode *node, GPUNodeLink *
void node_shader_gpu_default_tex_coord(GPUMaterial *mat, bNode *node, GPUNodeLink **link)
{
if (!*link) {
- *link = GPU_attribute(CD_ORCO, "");
+ *link = GPU_attribute(mat, CD_ORCO, "");
GPU_link(mat, "generated_texco", GPU_builtin(GPU_VIEW_POSITION), *link, link);
node_shader_gpu_bump_tex_coord(mat, node, link);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_attribute.c b/source/blender/nodes/shader/nodes/node_shader_attribute.c
index ecb8c53c312..757db5fe8b3 100644
--- a/source/blender/nodes/shader/nodes/node_shader_attribute.c
+++ b/source/blender/nodes/shader/nodes/node_shader_attribute.c
@@ -66,7 +66,7 @@ static int node_shader_gpu_attribute(GPUMaterial *mat,
GPU_builtin(GPU_VOLUME_TEMPERATURE));
}
else {
- GPUNodeLink *cd_attr = GPU_attribute(CD_AUTO_FROM_NAME, attr->name);
+ GPUNodeLink *cd_attr = GPU_attribute(mat, CD_AUTO_FROM_NAME, attr->name);
GPU_stack_link(mat, node, "node_attribute", in, out, cd_attr);
/* for each output. */
diff --git a/source/blender/nodes/shader/nodes/node_shader_geometry.c b/source/blender/nodes/shader/nodes/node_shader_geometry.c
index 6b23fec5f18..b1ee3c4806a 100644
--- a/source/blender/nodes/shader/nodes/node_shader_geometry.c
+++ b/source/blender/nodes/shader/nodes/node_shader_geometry.c
@@ -46,7 +46,8 @@ static int node_shader_gpu_geometry(GPUMaterial *mat,
GPUNodeLink *bary_link = (!out[5].hasoutput) ? GPU_constant(val) :
GPU_builtin(GPU_BARYCENTRIC_TEXCO);
/* Opti: don't request orco if not needed. */
- GPUNodeLink *orco_link = (!out[2].hasoutput) ? GPU_constant(val) : GPU_attribute(CD_ORCO, "");
+ GPUNodeLink *orco_link = (!out[2].hasoutput) ? GPU_constant(val) :
+ GPU_attribute(mat, CD_ORCO, "");
const bool success = GPU_stack_link(mat,
node,
diff --git a/source/blender/nodes/shader/nodes/node_shader_normal_map.c b/source/blender/nodes/shader/nodes/node_shader_normal_map.c
index 006f15f40a1..0f3ffe51706 100644
--- a/source/blender/nodes/shader/nodes/node_shader_normal_map.c
+++ b/source/blender/nodes/shader/nodes/node_shader_normal_map.c
@@ -92,7 +92,7 @@ static int gpu_shader_normal_map(GPUMaterial *mat,
GPU_link(mat,
"node_normal_map",
GPU_builtin(GPU_OBJECT_INFO),
- GPU_attribute(CD_TANGENT, nm->uv_map),
+ GPU_attribute(mat, CD_TANGENT, nm->uv_map),
GPU_builtin(GPU_WORLD_NORMAL),
newnormal,
&newnormal);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tangent.c b/source/blender/nodes/shader/nodes/node_shader_tangent.c
index 478b9524737..474db465d87 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tangent.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tangent.c
@@ -43,10 +43,10 @@ static int node_shader_gpu_tangent(GPUMaterial *mat,
if (attr->direction_type == SHD_TANGENT_UVMAP) {
return GPU_stack_link(
- mat, node, "node_tangentmap", in, out, GPU_attribute(CD_TANGENT, attr->uv_map));
+ mat, node, "node_tangentmap", in, out, GPU_attribute(mat, CD_TANGENT, attr->uv_map));
}
else {
- GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
+ GPUNodeLink *orco = GPU_attribute(mat, CD_ORCO, "");
if (attr->axis == SHD_TANGENT_AXIS_X) {
GPU_link(mat, "tangent_orco_x", orco, &orco);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_coord.c b/source/blender/nodes/shader/nodes/node_shader_tex_coord.c
index 3c1a2280aae..81a5ee31f7d 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_coord.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_coord.c
@@ -47,8 +47,8 @@ static int node_shader_gpu_tex_coord(GPUMaterial *mat,
/* Opti: don't request orco if not needed. */
GPUNodeLink *orco = (!out[0].hasoutput) ? GPU_constant((float[4]){0.0f, 0.0f, 0.0f, 0.0f}) :
- GPU_attribute(CD_ORCO, "");
- GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, "");
+ GPU_attribute(mat, CD_ORCO, "");
+ GPUNodeLink *mtface = GPU_attribute(mat, CD_MTFACE, "");
GPUNodeLink *viewpos = GPU_builtin(GPU_VIEW_POSITION);
GPUNodeLink *worldnor = GPU_builtin(GPU_WORLD_NORMAL);
GPUNodeLink *texcofacs = GPU_builtin(GPU_CAMERA_TEXCO_FACTORS);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
index 6c380efe0b2..d2615d76345 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
@@ -88,7 +88,7 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat,
"node_tex_environment_equirectangular",
in[0].link,
GPU_constant(&clamp_size),
- GPU_image(ima, iuser),
+ GPU_image(mat, ima, iuser),
&in[0].link);
}
else {
@@ -103,7 +103,7 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat,
GPU_link(mat,
"node_tex_image_linear_no_mip",
in[0].link,
- GPU_image(ima, iuser),
+ GPU_image(mat, ima, iuser),
&out[0].link,
&outalpha);
break;
@@ -111,13 +111,17 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat,
GPU_link(mat,
"node_tex_image_nearest",
in[0].link,
- GPU_image(ima, iuser),
+ GPU_image(mat, ima, iuser),
&out[0].link,
&outalpha);
break;
default:
- GPU_link(
- mat, "node_tex_image_cubic", in[0].link, GPU_image(ima, iuser), &out[0].link, &outalpha);
+ GPU_link(mat,
+ "node_tex_image_cubic",
+ in[0].link,
+ GPU_image(mat, ima, iuser),
+ &out[0].link,
+ &outalpha);
break;
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_image.c b/source/blender/nodes/shader/nodes/node_shader_tex_image.c
index 781fd1eb579..ebc852486dc 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_image.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_image.c
@@ -123,26 +123,21 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat,
}
if (!*texco) {
- *texco = GPU_attribute(CD_MTFACE, "");
+ *texco = GPU_attribute(mat, CD_MTFACE, "");
node_shader_gpu_bump_tex_coord(mat, node, texco);
}
node_shader_gpu_tex_mapping(mat, node, in, out);
if (ima->source == IMA_SRC_TILED) {
- /* The tiled shader needs both the tile array itself as well as the mapping from tile to array
- * position. Which of these to allocate is automatically decided based on the shader argument
- * type, so here the first GPU_image(ima, iuser) will resolve to the array and the second to
- * the mapping since the third argument in the shader has type sampler2DArray while
- * the fourth is sampler1DArray.
- */
+ /* UDIM tiles needs a samper2DArray and sampler1DArray for tile mapping. */
GPU_stack_link(mat,
node,
names_tiled[tex->interpolation],
in,
out,
- GPU_image(ima, iuser),
- GPU_image(ima, iuser));
+ GPU_image_tiled(mat, ima, iuser),
+ GPU_image_tiled_mapping(mat, ima, iuser));
}
else {
switch (tex->projection) {
@@ -157,20 +152,21 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat,
GPU_link(mat, "set_rgb", *texco, &input_coords);
}
if (do_texco_extend) {
- GPU_link(mat, "point_texco_clamp", *texco, GPU_image(ima, iuser), texco);
+ GPU_link(mat, "point_texco_clamp", *texco, GPU_image(mat, ima, iuser), texco);
}
- GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser));
+ GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(mat, ima, iuser));
break;
case SHD_PROJ_BOX:
vnor = GPU_builtin(GPU_WORLD_NORMAL);
ob_mat = GPU_builtin(GPU_OBJECT_MATRIX);
blend = GPU_uniform(&tex->projection_blend);
- gpu_image = GPU_image(ima, iuser);
+ gpu_image = GPU_image(mat, ima, iuser);
/* equivalent to normal_world_to_object */
GPU_link(mat, "normal_transform_transposed_m4v3", vnor, ob_mat, &norm);
- GPU_link(mat, gpu_node_name, *texco, norm, GPU_image(ima, iuser), &col1, &col2, &col3);
+ GPU_link(
+ mat, gpu_node_name, *texco, norm, GPU_image(mat, ima, iuser), &col1, &col2, &col3);
GPU_stack_link(
mat, node, "node_tex_image_box", in, out, norm, col1, col2, col3, gpu_image, blend);
break;
@@ -184,9 +180,9 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat,
GPU_link(mat, "set_rgb", *texco, &input_coords);
}
if (do_texco_extend) {
- GPU_link(mat, "point_texco_clamp", *texco, GPU_image(ima, iuser), texco);
+ GPU_link(mat, "point_texco_clamp", *texco, GPU_image(mat, ima, iuser), texco);
}
- GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser));
+ GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(mat, ima, iuser));
break;
case SHD_PROJ_TUBE:
@@ -198,9 +194,9 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat,
GPU_link(mat, "set_rgb", *texco, &input_coords);
}
if (do_texco_extend) {
- GPU_link(mat, "point_texco_clamp", *texco, GPU_image(ima, iuser), texco);
+ GPU_link(mat, "point_texco_clamp", *texco, GPU_image(mat, ima, iuser), texco);
}
- GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser));
+ GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(mat, ima, iuser));
break;
}
@@ -208,7 +204,7 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat,
if (do_texco_clip) {
gpu_node_name = names_clip[tex->interpolation];
in[0].link = input_coords;
- GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser), out[0].link);
+ GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(mat, ima, iuser), out[0].link);
}
}
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_sky.c b/source/blender/nodes/shader/nodes/node_shader_tex_sky.c
index b1fb0cad4b2..0a576e465fa 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_sky.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_sky.c
@@ -63,7 +63,7 @@ static int node_shader_gpu_tex_sky(GPUMaterial *mat,
GPUNodeStack *out)
{
if (!in[0].link) {
- in[0].link = GPU_attribute(CD_ORCO, "");
+ in[0].link = GPU_attribute(mat, CD_ORCO, "");
}
node_shader_gpu_tex_mapping(mat, node, in, out);
diff --git a/source/blender/nodes/shader/nodes/node_shader_uvmap.c b/source/blender/nodes/shader/nodes/node_shader_uvmap.c
index a2e47735490..f01542be44a 100644
--- a/source/blender/nodes/shader/nodes/node_shader_uvmap.c
+++ b/source/blender/nodes/shader/nodes/node_shader_uvmap.c
@@ -41,7 +41,7 @@ static int node_shader_gpu_uvmap(GPUMaterial *mat,
GPUNodeStack *out)
{
NodeShaderUVMap *attr = node->storage;
- GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, attr->uv_map);
+ GPUNodeLink *mtface = GPU_attribute(mat, CD_MTFACE, attr->uv_map);
GPU_stack_link(mat, node, "node_uvmap", in, out, mtface);
diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_displacement.c b/source/blender/nodes/shader/nodes/node_shader_vector_displacement.c
index ac8b49c4572..df303b2d3f1 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vector_displacement.c
+++ b/source/blender/nodes/shader/nodes/node_shader_vector_displacement.c
@@ -60,7 +60,7 @@ static int gpu_shader_vector_displacement(GPUMaterial *mat,
"node_vector_displacement_tangent",
in,
out,
- GPU_attribute(CD_TANGENT, ""),
+ GPU_attribute(mat, CD_TANGENT, ""),
GPU_builtin(GPU_WORLD_NORMAL),
GPU_builtin(GPU_OBJECT_MATRIX),
GPU_builtin(GPU_VIEW_MATRIX));
diff --git a/source/blender/nodes/shader/nodes/node_shader_vertex_color.c b/source/blender/nodes/shader/nodes/node_shader_vertex_color.c
index 8848fc37c66..98d575cece2 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vertex_color.c
+++ b/source/blender/nodes/shader/nodes/node_shader_vertex_color.c
@@ -39,7 +39,7 @@ static int node_shader_gpu_vertex_color(GPUMaterial *mat,
GPUNodeStack *out)
{
NodeShaderVertexColor *vertexColor = (NodeShaderVertexColor *)node->storage;
- GPUNodeLink *vertexColorLink = GPU_attribute(CD_MCOL, vertexColor->layer_name);
+ GPUNodeLink *vertexColorLink = GPU_attribute(mat, CD_MCOL, vertexColor->layer_name);
return GPU_stack_link(mat, node, "node_vertex_color", in, out, vertexColorLink);
}