From 6701db773e660e5306e305a1b10f8ea52955f06b Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Wed, 12 Feb 2020 12:48:44 +0100 Subject: Cleanup: don't perform some GPU shader codegen operations twice --- source/blender/gpu/intern/gpu_codegen.c | 12 ++++++------ source/blender/gpu/intern/gpu_codegen.h | 2 -- source/blender/gpu/intern/gpu_material.c | 4 ---- 3 files changed, 6 insertions(+), 12 deletions(-) (limited to 'source/blender/gpu') diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index 3f7a5962efc..4787015e3d6 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -1684,7 +1684,7 @@ static void gpu_nodes_free(ListBase *nodes) /* vertex attributes */ -void GPU_nodes_get_vertex_attrs(ListBase *nodes, GPUVertAttrLayers *attrs) +static void gpu_nodes_get_vertex_attrs(ListBase *nodes, GPUVertAttrLayers *attrs) { GPUNode *node; GPUInput *input; @@ -1942,7 +1942,7 @@ static void gpu_nodes_tag(GPUNodeLink *link) } } -void GPU_nodes_prune(ListBase *nodes, GPUNodeLink *outlink) +static void gpu_nodes_prune(ListBase *nodes, GPUNodeLink *outlink) { GPUNode *node, *next; @@ -2009,10 +2009,10 @@ GPUPass *GPU_generate_pass(GPUMaterial *material, char *vertexcode, *geometrycode, *fragmentcode; GPUPass *pass = NULL, *pass_hash = NULL; - /* prune unused nodes */ - GPU_nodes_prune(nodes, frag_outlink); - - GPU_nodes_get_vertex_attrs(nodes, attrs); + /* Prune the unused nodes and extract attributes before compiling so the + * generated VBOs are ready to accept the future shader. */ + gpu_nodes_prune(nodes, frag_outlink); + gpu_nodes_get_vertex_attrs(nodes, attrs); /* generate code */ char *fragmentgen = code_generate_fragment(material, nodes, frag_outlink->output, builtins); diff --git a/source/blender/gpu/intern/gpu_codegen.h b/source/blender/gpu/intern/gpu_codegen.h index f8e1b76580f..baa4debf862 100644 --- a/source/blender/gpu/intern/gpu_codegen.h +++ b/source/blender/gpu/intern/gpu_codegen.h @@ -188,8 +188,6 @@ GPUPass *GPU_generate_pass(GPUMaterial *material, struct GPUShader *GPU_pass_shader_get(GPUPass *pass); void GPU_nodes_extract_dynamic_inputs(struct GPUShader *shader, ListBase *inputs, ListBase *nodes); -void GPU_nodes_get_vertex_attrs(ListBase *nodes, struct GPUVertAttrLayers *attrs); -void GPU_nodes_prune(ListBase *nodes, struct GPUNodeLink *outlink); bool GPU_pass_compile(GPUPass *pass, const char *shname); void GPU_pass_release(GPUPass *pass); diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 2f52aea2c91..d8d431e329a 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -690,10 +690,6 @@ GPUMaterial *GPU_material_from_nodetree(Scene *scene, "# define USE_SSS\n" "#endif\n"); } - /* Prune the unused nodes and extract attributes before compiling so the - * generated VBOs are ready to accept the future shader. */ - GPU_nodes_prune(&mat->nodes, mat->outlink); - GPU_nodes_get_vertex_attrs(&mat->nodes, &mat->attrs); /* Create source code and search pass cache for an already compiled version. */ mat->pass = GPU_generate_pass(mat, mat->outlink, -- cgit v1.2.3