forked from bartvdbraak/blender
Cycles: trick to make building with OSL trunk work as well, it has a different
name for LoadMemoryShader so we make it call the right name depending on which is available.
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1e5cc7c51b
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7c81952179
@ -268,9 +268,43 @@ const char *OSLShaderManager::shader_load_filepath(string filepath)
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return shader_load_bytecode(bytecode_hash, bytecode);
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}
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/* don't try this at home .. this is a template trick to use either
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* LoadMemoryShader or LoadMemoryCompiledShader which are the function
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* names in our custom branch and the official repository. */
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template<bool C, typename T = void> struct enable_if { typedef T type; };
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template<typename T> struct enable_if<false, T> { };
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template<typename T, typename Sign>
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struct has_LoadMemoryCompiledShader {
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typedef int yes;
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typedef char no;
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template<typename U, U> struct type_check;
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template<typename _1> static yes &chk(type_check<Sign, &_1::LoadMemoryCompiledShader>*);
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template<typename > static no &chk(...);
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static bool const value = sizeof(chk<T>(0)) == sizeof(yes);
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};
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template<typename T>
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typename enable_if<has_LoadMemoryCompiledShader<T,
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bool(T::*)(const char*, const char*)>::value, bool>::type
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load_memory_shader(T *ss, const char *name, const char *buffer)
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{
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return ss->LoadMemoryCompiledShader(name, buffer);
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}
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template<typename T>
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typename enable_if<!has_LoadMemoryCompiledShader<T,
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bool(T::*)(const char*, const char*)>::value, bool>::type
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load_memory_shader(T *ss, const char *name, const char *buffer)
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{
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return ss->LoadMemoryShader(name, buffer);
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}
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const char *OSLShaderManager::shader_load_bytecode(const string& hash, const string& bytecode)
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{
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ss->LoadMemoryShader(hash.c_str(), bytecode.c_str());
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load_memory_shader(ss, hash.c_str(), bytecode.c_str());
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return loaded_shaders.insert(hash).first->c_str();
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}
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