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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