[Bf-blender-cvs] [02e2428fda5] temp-eeveelightcache: DRW: Add option to bypass deferred shader compilation
Clément Foucault
noreply at git.blender.org
Fri Jun 22 17:46:38 CEST 2018
Commit: 02e2428fda5ab5bfaff20b611d60b041e0a27b9d
Author: Clément Foucault
Date: Fri Jun 22 13:57:30 2018 +0200
Branches: temp-eeveelightcache
https://developer.blender.org/rB02e2428fda5ab5bfaff20b611d60b041e0a27b9d
DRW: Add option to bypass deferred shader compilation
===================================================================
M source/blender/draw/intern/DRW_render.h
M source/blender/draw/intern/draw_manager_shader.c
===================================================================
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 95848112d5e..42e214e185f 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -239,14 +239,14 @@ struct GPUShader *DRW_shader_create_2D(const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_3D(const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_3D_depth_only(void);
-struct GPUMaterial *DRW_shader_find_from_world(struct World *wo, const void *engine_type, int options);
-struct GPUMaterial *DRW_shader_find_from_material(struct Material *ma, const void *engine_type, int options);
+struct GPUMaterial *DRW_shader_find_from_world(struct World *wo, const void *engine_type, int options, bool no_deferred);
+struct GPUMaterial *DRW_shader_find_from_material(struct Material *ma, const void *engine_type, int options, bool no_deferred);
struct GPUMaterial *DRW_shader_create_from_world(
struct Scene *scene, struct World *wo, const void *engine_type, int options,
- const char *vert, const char *geom, const char *frag_lib, const char *defines);
+ const char *vert, const char *geom, const char *frag_lib, const char *defines, bool no_deferred);
struct GPUMaterial *DRW_shader_create_from_material(
struct Scene *scene, struct Material *ma, const void *engine_type, int options,
- const char *vert, const char *geom, const char *frag_lib, const char *defines);
+ const char *vert, const char *geom, const char *frag_lib, const char *defines, bool no_deferred);
void DRW_shader_free(struct GPUShader *shader);
#define DRW_SHADER_FREE_SAFE(shader) do { \
if (shader != NULL) { \
diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c
index 435c6c77e59..b0aec4a7600 100644
--- a/source/blender/draw/intern/draw_manager_shader.c
+++ b/source/blender/draw/intern/draw_manager_shader.c
@@ -154,10 +154,10 @@ static void drw_deferred_shader_compilation_free(void *custom_data)
MEM_freeN(comp);
}
-static void drw_deferred_shader_add(GPUMaterial *mat)
+static void drw_deferred_shader_add(GPUMaterial *mat, bool deferred)
{
/* Do not deferre the compilation if we are rendering for image. */
- if (DRW_state_is_image_render() || !USE_DEFERRED_COMPILATION) {
+ if (DRW_state_is_image_render() || !USE_DEFERRED_COMPILATION || !deferred) {
/* Double checking that this GPUMaterial is not going to be
* compiled by another thread. */
DRW_deferred_shader_remove(mat);
@@ -308,10 +308,10 @@ GPUShader *DRW_shader_create_3D_depth_only(void)
return GPU_shader_get_builtin_shader(GPU_SHADER_3D_DEPTH_ONLY);
}
-GPUMaterial *DRW_shader_find_from_world(World *wo, const void *engine_type, int options)
+GPUMaterial *DRW_shader_find_from_world(World *wo, const void *engine_type, int options, bool deferred)
{
GPUMaterial *mat = GPU_material_from_nodetree_find(&wo->gpumaterial, engine_type, options);
- if (DRW_state_is_image_render()) {
+ if (DRW_state_is_image_render() || !deferred) {
if (mat != NULL && GPU_material_status(mat) == GPU_MAT_QUEUED) {
/* XXX Hack : we return NULL so that the engine will call DRW_shader_create_from_XXX
* with the shader code and we will resume the compilation from there. */
@@ -321,10 +321,10 @@ GPUMaterial *DRW_shader_find_from_world(World *wo, const void *engine_type, int
return mat;
}
-GPUMaterial *DRW_shader_find_from_material(Material *ma, const void *engine_type, int options)
+GPUMaterial *DRW_shader_find_from_material(Material *ma, const void *engine_type, int options, bool deferred)
{
GPUMaterial *mat = GPU_material_from_nodetree_find(&ma->gpumaterial, engine_type, options);
- if (DRW_state_is_image_render()) {
+ if (DRW_state_is_image_render() || !deferred) {
if (mat != NULL && GPU_material_status(mat) == GPU_MAT_QUEUED) {
/* XXX Hack : we return NULL so that the engine will call DRW_shader_create_from_XXX
* with the shader code and we will resume the compilation from there. */
@@ -336,7 +336,7 @@ GPUMaterial *DRW_shader_find_from_material(Material *ma, const void *engine_type
GPUMaterial *DRW_shader_create_from_world(
struct Scene *scene, World *wo, const void *engine_type, int options,
- const char *vert, const char *geom, const char *frag_lib, const char *defines)
+ const char *vert, const char *geom, const char *frag_lib, const char *defines, bool deferred)
{
GPUMaterial *mat = NULL;
if (DRW_state_is_image_render()) {
@@ -350,7 +350,7 @@ GPUMaterial *DRW_shader_create_from_world(
}
if (GPU_material_status(mat) == GPU_MAT_QUEUED) {
- drw_deferred_shader_add(mat);
+ drw_deferred_shader_add(mat, deferred);
}
return mat;
@@ -358,7 +358,7 @@ GPUMaterial *DRW_shader_create_from_world(
GPUMaterial *DRW_shader_create_from_material(
struct Scene *scene, Material *ma, const void *engine_type, int options,
- const char *vert, const char *geom, const char *frag_lib, const char *defines)
+ const char *vert, const char *geom, const char *frag_lib, const char *defines, bool deferred)
{
GPUMaterial *mat = NULL;
if (DRW_state_is_image_render()) {
@@ -372,7 +372,7 @@ GPUMaterial *DRW_shader_create_from_material(
}
if (GPU_material_status(mat) == GPU_MAT_QUEUED) {
- drw_deferred_shader_add(mat);
+ drw_deferred_shader_add(mat, deferred);
}
return mat;
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