Commit: dbaa6c2aa26cc9a045f5621c9def8ca7cf5861f0
Author: Campbell Barton
Date:   Wed Jun 28 09:37:44 2017 +1000
Branches: blender2.8
https://developer.blender.org/rBdbaa6c2aa26cc9a045f5621c9def8ca7cf5861f0

GPU: GPU_generate_pass_new now takes vertex-attrs

Needed so we can tell which custom-data layers to use from the mesh.

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

M       source/blender/gpu/intern/gpu_codegen.c
M       source/blender/gpu/intern/gpu_codegen.h
M       source/blender/gpu/intern/gpu_material.c

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

diff --git a/source/blender/gpu/intern/gpu_codegen.c 
b/source/blender/gpu/intern/gpu_codegen.c
index 1f0f5e375ce..8586ee67d5d 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -1846,9 +1846,11 @@ static void gpu_nodes_prune(ListBase *nodes, GPUNodeLink 
*outlink)
        }
 }
 
-GPUPass *GPU_generate_pass_new(ListBase *nodes, struct GPUNodeLink 
*frag_outlink,
-                               const char *vert_code, const char *geom_code,
-                               const char *frag_lib, const char *defines)
+GPUPass *GPU_generate_pass_new(
+        ListBase *nodes, struct GPUNodeLink *frag_outlink,
+        GPUVertexAttribs *attribs,
+        const char *vert_code, const char *geom_code,
+        const char *frag_lib, const char *defines)
 {
        GPUShader *shader;
        GPUPass *pass;
@@ -1858,9 +1860,7 @@ GPUPass *GPU_generate_pass_new(ListBase *nodes, struct 
GPUNodeLink *frag_outlink
        /* prune unused nodes */
        gpu_nodes_prune(nodes, frag_outlink);
 
-       /* Hacky */
-       GPUVertexAttribs attribs;
-       gpu_nodes_get_vertex_attributes(nodes, &attribs);
+       gpu_nodes_get_vertex_attributes(nodes, attribs);
 
        /* generate code and compile with opengl */
        fragmentgen = code_generate_fragment(nodes, frag_outlink->output, true);
diff --git a/source/blender/gpu/intern/gpu_codegen.h 
b/source/blender/gpu/intern/gpu_codegen.h
index 9263fe3bc3f..159b1f4ef8e 100644
--- a/source/blender/gpu/intern/gpu_codegen.h
+++ b/source/blender/gpu/intern/gpu_codegen.h
@@ -167,14 +167,17 @@ struct GPUPass {
 
 typedef struct GPUPass GPUPass;
 
-GPUPass *GPU_generate_pass_new(ListBase *nodes, struct GPUNodeLink 
*frag_outlink,
-                               const char *vert_code, const char *geom_code,
-                               const char *frag_lib, const char *defines);
-GPUPass *GPU_generate_pass(ListBase *nodes, struct GPUNodeLink *outlink,
-                           struct GPUVertexAttribs *attribs, int *builtin,
-                           const GPUMatType type, const char *name,
-                           const bool use_opensubdiv,
-                           const bool use_new_shading);
+GPUPass *GPU_generate_pass_new(
+        ListBase *nodes, struct GPUNodeLink *frag_outlink,
+        struct GPUVertexAttribs *attribs,
+        const char *vert_code, const char *geom_code,
+        const char *frag_lib, const char *defines);
+GPUPass *GPU_generate_pass(
+        ListBase *nodes, struct GPUNodeLink *outlink,
+        struct GPUVertexAttribs *attribs, int *builtin,
+        const GPUMatType type, const char *name,
+        const bool use_opensubdiv,
+        const bool use_new_shading);
 
 struct GPUShader *GPU_pass_shader(GPUPass *pass);
 
diff --git a/source/blender/gpu/intern/gpu_material.c 
b/source/blender/gpu/intern/gpu_material.c
index c00baef2856..15253477c7c 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -2132,7 +2132,8 @@ GPUMaterial *GPU_material_from_nodetree(
        /* Let Draw manager finish the construction. */
        if (mat->outlink) {
                outlink = mat->outlink;
-               mat->pass = GPU_generate_pass_new(&mat->nodes, outlink, 
vert_code, geom_code, frag_lib, defines);
+               mat->pass = GPU_generate_pass_new(
+                       &mat->nodes, outlink, &mat->attribs, vert_code, 
geom_code, frag_lib, defines);
        }
 
        /* note that even if building the shader fails in some way, we still 
keep

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