Fix compatibility flag for nodetree
NODE_NEWER_SHADING was introduced in e868b459bb
however it should have been
added as a bitflag.
BKE_scene_uses_blender_eevee() was used in gpu_shader_output() as a workaround
for compatibility being poorly used.
Anyways this fixes this situation. This is necessary for an upcoming patch, even
though this is considered temporary - since the other NODE_*_SHADING values are
legacy from Blender Internal drawing.
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@ -251,9 +251,9 @@ typedef struct bNodeType {
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#define NODE_CLASS_LAYOUT 100
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/* nodetype->compatibility */
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#define NODE_OLD_SHADING 1
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#define NODE_NEW_SHADING 2
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#define NODE_NEWER_SHADING 3
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#define NODE_OLD_SHADING (1 << 0)
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#define NODE_NEW_SHADING (1 << 1)
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#define NODE_NEWER_SHADING (1 << 2)
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/* node resize directions */
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#define NODE_RESIZE_TOP 1
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@ -2154,7 +2154,7 @@ GPUMaterial *GPU_material_from_nodetree(
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mat->engine_type = engine_type;
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mat->options = options;
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ntreeGPUMaterialNodes(ntree, mat, NODE_NEWER_SHADING);
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ntreeGPUMaterialNodes(ntree, mat, NODE_NEW_SHADING | NODE_NEWER_SHADING);
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/* Let Draw manager finish the construction. */
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if (mat->outlink) {
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@ -504,7 +504,7 @@ static bool ntree_tag_ssr_bsdf_cb(bNode *fromnode, bNode *UNUSED(tonode), void *
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*/
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static void ntree_shader_tag_ssr_node(bNodeTree *ntree, short compatibility)
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{
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if (compatibility != NODE_NEWER_SHADING) {
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if (compatibility & NODE_NEWER_SHADING) {
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/* We can only deal with new shading system here. */
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return;
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}
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@ -76,10 +76,6 @@ static int gpu_shader_output(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSE
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GPU_material_enable_alpha(mat);
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#endif
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if (BKE_scene_uses_blender_eevee(GPU_material_scene(mat))) {
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return false;
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}
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GPU_stack_link(mat, node, "output_node", in, out, &outlink);
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GPU_material_output_link(mat, outlink);
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