Code refactor: add generic Cycles node infrastructure.
Differential Revision: https://developer.blender.org/D2016
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@@ -2476,8 +2476,8 @@ void GeometryNode::attributes(Shader *shader, AttributeRequestSet *attributes)
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void GeometryNode::compile(SVMCompiler& compiler)
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{
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ShaderOutput *out;
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NodeType geom_node = NODE_GEOMETRY;
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NodeType attr_node = NODE_ATTR;
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ShaderNodeType geom_node = NODE_GEOMETRY;
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ShaderNodeType attr_node = NODE_ATTR;
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if(bump == SHADER_BUMP_DX) {
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geom_node = NODE_GEOMETRY_BUMP_DX;
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@@ -2593,9 +2593,9 @@ void TextureCoordinateNode::attributes(Shader *shader, AttributeRequestSet *attr
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void TextureCoordinateNode::compile(SVMCompiler& compiler)
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{
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ShaderOutput *out;
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NodeType texco_node = NODE_TEX_COORD;
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NodeType attr_node = NODE_ATTR;
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NodeType geom_node = NODE_GEOMETRY;
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ShaderNodeType texco_node = NODE_TEX_COORD;
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ShaderNodeType attr_node = NODE_ATTR;
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ShaderNodeType geom_node = NODE_GEOMETRY;
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if(bump == SHADER_BUMP_DX) {
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texco_node = NODE_TEX_COORD_BUMP_DX;
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@@ -2726,8 +2726,8 @@ void UVMapNode::attributes(Shader *shader, AttributeRequestSet *attributes)
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void UVMapNode::compile(SVMCompiler& compiler)
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{
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ShaderOutput *out = output("UV");
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NodeType texco_node = NODE_TEX_COORD;
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NodeType attr_node = NODE_ATTR;
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ShaderNodeType texco_node = NODE_TEX_COORD;
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ShaderNodeType attr_node = NODE_ATTR;
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int attr;
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if(bump == SHADER_BUMP_DX) {
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@@ -3757,7 +3757,7 @@ void AttributeNode::compile(SVMCompiler& compiler)
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ShaderOutput *color_out = output("Color");
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ShaderOutput *vector_out = output("Vector");
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ShaderOutput *fac_out = output("Fac");
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NodeType attr_node = NODE_ATTR;
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ShaderNodeType attr_node = NODE_ATTR;
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AttributeStandard std = Attribute::name_standard(attribute.c_str());
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int attr;
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