Cycles: Decouple object flags update to a separate update step

This way there's much less cross-references between objects and meshes
device update functions.

The only thing remained s the object bounds calculation which is needed
by bvh update. This could also be decoupled, but it's not that crucial
yet because its's how it used to be for ages now.
This commit is contained in:
Sergey Sharybin
2014-10-03 12:11:19 +02:00
parent 9ce645e7d9
commit 0fa7e4c853
4 changed files with 55 additions and 49 deletions

View File

@@ -348,27 +348,9 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
objects[offset+9] = make_float4(ob->dupli_generated[0], ob->dupli_generated[1], ob->dupli_generated[2], __int_as_float(numkeys));
objects[offset+10] = make_float4(ob->dupli_uv[0], ob->dupli_uv[1], __int_as_float(numsteps), __int_as_float(numverts));
/* That's a bit weird place to update mesh flags, but we do it here
* because object needs to know if it's a volume or not and mesh needs
* to have the updated.
*
* TODO(sergey): Check on whether we can reshuffle update order in scene.
*/
if(ob->mesh->need_update) {
ob->mesh->has_volume = false;
foreach(uint shader, ob->mesh->used_shaders) {
if(scene->shaders[shader]->has_volume) {
ob->mesh->has_volume = true;
break;
}
}
}
/* object flag */
if(ob->use_holdout)
flag |= SD_HOLDOUT_MASK;
if(ob->mesh->has_volume)
flag |= SD_OBJECT_HAS_VOLUME;
object_flag[i] = flag;
/* have curves */
@@ -396,8 +378,6 @@ void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *sc
device_free(device, dscene);
need_update = false;
if(scene->objects.size() == 0)
return;
@@ -418,6 +398,49 @@ void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *sc
}
}
void ObjectManager::device_update_flags(Device *device, DeviceScene *dscene,
Scene *scene, Progress& progress)
{
if(!need_update)
return;
need_update = false;
if(scene->objects.size() == 0)
return;
/* object info flag */
uint *object_flag = dscene->object_flag.get_data();
vector<Object *> volume_objects;
foreach(Object *object, scene->objects) {
if(object->mesh->has_volume) {
volume_objects.push_back(object);
}
}
int object_index = 0;
foreach(Object *object, scene->objects) {
if(object->mesh->has_volume) {
object_flag[object_index] |= SD_OBJECT_HAS_VOLUME;
}
foreach(Object *volume_object, volume_objects) {
if(object == volume_object) {
continue;
}
if(object->bounds.intersects(volume_object->bounds)) {
object_flag[object_index] |= SD_OBJECT_INTERSECTS_VOLUME;
break;
}
}
++object_index;
}
/* allocate object flag */
device->tex_alloc("__object_flag", dscene->object_flag);
}
void ObjectManager::device_free(Device *device, DeviceScene *dscene)
{
device->tex_free(dscene->objects);