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source/blender/gpu/intern/gpu_material.c
| Show First 20 Lines • Show All 752 Lines • ▼ Show 20 Lines | #endif | ||||
| else { | else { | ||||
| mat->status = GPU_MAT_FAILED; | mat->status = GPU_MAT_FAILED; | ||||
| gpu_node_graph_free(&mat->graph); | gpu_node_graph_free(&mat->graph); | ||||
| } | } | ||||
| /* Only free after GPU_pass_shader_get where GPUUniformBuf | /* Only free after GPU_pass_shader_get where GPUUniformBuf | ||||
| * read data from the local tree. */ | * read data from the local tree. */ | ||||
| ntreeFreeLocalTree(localtree); | ntreeFreeLocalTree(localtree); | ||||
| BLI_assert(!localtree->id.py_instance); /* Or call #BKE_libblock_free_data_py. */ | |||||
| MEM_freeN(localtree); | MEM_freeN(localtree); | ||||
| /* note that even if building the shader fails in some way, we still keep | /* note that even if building the shader fails in some way, we still keep | ||||
| * it to avoid trying to compile again and again, and simply do not use | * it to avoid trying to compile again and again, and simply do not use | ||||
| * the actual shader on drawing */ | * the actual shader on drawing */ | ||||
| link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink"); | link = MEM_callocN(sizeof(LinkData), "GPUMaterialLink"); | ||||
| link->data = mat; | link->data = mat; | ||||
| ▲ Show 20 Lines • Show All 47 Lines • Show Last 20 Lines | |||||