Code refactor: move more memory allocation logic into device API.
* Remove tex_* and pixels_* functions, replace by mem_*. * Add MEM_TEXTURE and MEM_PIXELS as memory types recognized by devices. * No longer create device_memory and call mem_* directly, always go through device_only_memory, device_vector and device_pixels.
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@@ -130,7 +130,7 @@ void SVMShaderManager::device_update(Device *device, DeviceScene *dscene, Scene
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}
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dscene->svm_nodes.steal_data(svm_nodes);
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device->tex_alloc(dscene->svm_nodes);
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dscene->svm_nodes.copy_to_device();
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for(i = 0; i < scene->shaders.size(); i++) {
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Shader *shader = scene->shaders[i];
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@@ -150,8 +150,7 @@ void SVMShaderManager::device_free(Device *device, DeviceScene *dscene, Scene *s
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{
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device_free_common(device, dscene, scene);
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device->tex_free(dscene->svm_nodes);
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dscene->svm_nodes.clear();
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dscene->svm_nodes.free();
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}
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/* Graph Compiler */
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