[Bf-blender-cvs] [87dd9c31a01] blender2.8: GPU: split GPU_material_from_nodetree in two

Campbell Barton noreply at git.blender.org
Wed Jun 28 02:53:03 CEST 2017


Commit: 87dd9c31a01e734964f3d3657cd9f1ae8706cf7b
Author: Campbell Barton
Date:   Wed Jun 28 10:50:33 2017 +1000
Branches: blender2.8
https://developer.blender.org/rB87dd9c31a01e734964f3d3657cd9f1ae8706cf7b

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.

===================================================================

M	source/blender/draw/engines/eevee/eevee_materials.c
M	source/blender/gpu/GPU_material.h
M	source/blender/gpu/intern/gpu_material.c

===================================================================

diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 74cb6b0d7a0..7bc45bf62e3 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -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);
 
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 4345a31839a..b12a59f607d 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -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);
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 15253477c7c..dafd305e8ba 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -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);




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