Fix T44755 set_value node output in node tree not properly converted to

color in GLSL

Issue here is that intermediate result was clipped as an optimization in
such nodes and thus not converted to the correct type properly. Now only
clip those values if types match.
This keeps both the optimization and the conversion. I looked at
converting uniform types always but it's more involved to compare types
at conversion time for such links because the type was getting
overridden during link duplication.
This commit is contained in:
Antonis Ryakiotakis 2015-05-19 15:35:33 +02:00
parent dc3533030a
commit 78411dc7d7
Notes: blender-bot 2023-02-14 10:29:32 +01:00
Referenced by issue #44755, Difference between GLSL and BI render when Value node is connected to the Output node
1 changed files with 4 additions and 1 deletions

View File

@ -930,8 +930,11 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const GPUType
if (link->output) {
outnode = link->output->node;
name = outnode->name;
input = outnode->inputs.first;
if (STREQ(name, "set_value") || STREQ(name, "set_rgb")) {
if ((STREQ(name, "set_value") || STREQ(name, "set_rgb")) &&
(input->type == type))
{
input = MEM_dupallocN(outnode->inputs.first);
input->type = type;
if (input->link)