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.
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@@ -76,6 +76,7 @@ public:
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_update_transforms(Device *device, DeviceScene *dscene, Scene *scene, uint *object_flag, Progress& progress);
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void device_update_flags(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_free(Device *device, DeviceScene *dscene);
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void tag_update(Scene *scene);
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