GPU: split GPU_material_from_nodetree in two

Add GPU_material_from_nodetree_find to avoid having to construct other
arguments which won't be used in the case the material is exists.
This commit is contained in:
Campbell Barton 2017-06-28 10:50:33 +10:00
parent 037876659f
commit 87dd9c31a0
3 changed files with 68 additions and 33 deletions

View File

@ -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);

View File

@ -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);

View File

@ -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);