Commit: 60ab0b841827457fe0f8a321afca5bbc8ea9ff50
Author: Brecht Van Lommel
Date:   Sat Aug 12 13:22:26 2017 +0200
Branches: master
https://developer.blender.org/rB60ab0b841827457fe0f8a321afca5bbc8ea9ff50

Fix T52298: hidden lamps still compute shadow buffers in viewport.

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

M       source/blender/editors/space_view3d/view3d_draw.c
M       source/blender/gpu/GPU_material.h
M       source/blender/gpu/intern/gpu_material.c

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

diff --git a/source/blender/editors/space_view3d/view3d_draw.c 
b/source/blender/editors/space_view3d/view3d_draw.c
index 250e6559b8f..6f8120a747b 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2592,7 +2592,7 @@ static void gpu_render_lamp_update(Scene *scene, View3D 
*v3d,
                if (layers &&
                    GPU_lamp_has_shadow_buffer(lamp) &&
                    /* keep last, may do string lookup */
-                   GPU_lamp_override_visible(lamp, srl, NULL))
+                   GPU_lamp_visible(lamp, srl, NULL))
                {
                        shadow = MEM_callocN(sizeof(View3DShadow), 
"View3DShadow");
                        shadow->lamp = lamp;
diff --git a/source/blender/gpu/GPU_material.h 
b/source/blender/gpu/GPU_material.h
index 6db23686832..dbfcd4d1ea4 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -226,7 +226,7 @@ void GPU_material_free(struct ListBase *gpumaterial);
 
 void GPU_materials_free(void);
 
-bool GPU_lamp_override_visible(GPULamp *lamp, struct SceneRenderLayer *srl, 
struct Material *ma);
+bool GPU_lamp_visible(GPULamp *lamp, struct SceneRenderLayer *srl, struct 
Material *ma);
 void GPU_material_bind(
         GPUMaterial *material, int oblay, int viewlay, double time, int mipmap,
         float viewmat[4][4], float viewinv[4][4], float cameraborder[4], bool 
scenelock);
diff --git a/source/blender/gpu/intern/gpu_material.c 
b/source/blender/gpu/intern/gpu_material.c
index 1f3ae7f708a..f39cad20b9b 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -312,9 +312,11 @@ void GPU_material_free(ListBase *gpumaterial)
        BLI_freelistN(gpumaterial);
 }
 
-bool GPU_lamp_override_visible(GPULamp *lamp, SceneRenderLayer *srl, Material 
*ma)
+bool GPU_lamp_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *ma)
 {
-       if (srl && srl->light_override)
+       if (lamp->hide)
+               return false;
+       else if (srl && srl->light_override)
                return BKE_group_object_exists(srl->light_override, lamp->ob);
        else if (ma && ma->group)
                return BKE_group_object_exists(ma->group, lamp->ob);
@@ -338,8 +340,8 @@ void GPU_material_bind(
                        for (LinkData *nlink = material->lamps.first; nlink; 
nlink = nlink->next) {
                                GPULamp *lamp = nlink->data;
                                
-                               if (!lamp->hide && (lamp->lay & viewlay) && 
(!(lamp->mode & LA_LAYER) || (lamp->lay & oblay)) &&
-                                   GPU_lamp_override_visible(lamp, srl, 
material->ma))
+                               if ((lamp->lay & viewlay) && (!(lamp->mode & 
LA_LAYER) || (lamp->lay & oblay)) &&
+                                   GPU_lamp_visible(lamp, srl, material->ma))
                                {
                                        lamp->dynenergy = lamp->energy;
                                        copy_v3_v3(lamp->dyncol, lamp->col);

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