Cleanup: Loop through socket listbase instead of array

The socket arrays will be removed when using the new socket builder.
So instead we have to loop through the node outputs list.
This commit is contained in:
Aaron Carlisle 2022-01-07 23:38:35 -05:00
parent 741ed5fcd2
commit 90e5ce6ab5
2 changed files with 4 additions and 3 deletions

View File

@ -76,7 +76,8 @@ static int node_shader_gpu_attribute(GPUMaterial *mat,
GPU_stack_link(mat, node, "node_attribute", in, out, cd_attr);
/* for each output. */
for (int i = 0; sh_node_attribute_out[i].type != -1; i++) {
int i;
LISTBASE_FOREACH_INDEX (bNodeSocket *, sock, &node->outputs, i) {
node_shader_gpu_bump_tex_coord(mat, node, &out[i].link);
}

View File

@ -63,8 +63,8 @@ static int node_shader_gpu_tex_coord(GPUMaterial *mat,
GPU_stack_link(
mat, node, "node_tex_coord", in, out, viewpos, worldnor, inv_obmat, texcofacs, orco, mtface);
/* for each output. */
for (int i = 0; sh_node_tex_coord_out[i].type != -1; i++) {
int i;
LISTBASE_FOREACH_INDEX (bNodeSocket *, sock, &node->outputs, i) {
node_shader_gpu_bump_tex_coord(mat, node, &out[i].link);
/* Normalize some vectors after dFdx/dFdy offsets.
* This is the case for interpolated, non linear functions.