Cycles: Wrap SVM compiler state variables into a single struct
This way it's easier to pass stuff around and also much easier to add more state variables. So far should be no functional changes for artists.
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@@ -152,6 +152,15 @@ protected:
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ShaderNodeSet done;
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};
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/* Global state of the compiler accessible from the compilation routines. */
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struct CompilerState {
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/* Set of nodes which were already compiled. */
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ShaderNodeSet nodes_done;
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/* Set of closures which were already compiled. */
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ShaderNodeSet closure_done;
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};
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void stack_backup(StackBackup& backup, ShaderNodeSet& done);
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void stack_restore(StackBackup& backup, ShaderNodeSet& done);
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@@ -167,18 +176,18 @@ protected:
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ShaderInput *input,
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ShaderNode *skip_node = NULL);
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void generate_node(ShaderNode *node, ShaderNodeSet& done);
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void generate_closure_node(ShaderNode *node, ShaderNodeSet& done);
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void generated_shared_closure_nodes(ShaderNode *root_node, ShaderNode *node,
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ShaderNodeSet& done,
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ShaderNodeSet& closure_done,
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void generate_closure_node(ShaderNode *node, CompilerState *state);
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void generated_shared_closure_nodes(ShaderNode *root_node,
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ShaderNode *node,
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CompilerState *state,
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const ShaderNodeSet& shared);
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void generate_svm_nodes(const ShaderNodeSet& nodes, ShaderNodeSet& done);
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void generate_svm_nodes(const ShaderNodeSet& nodes,
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CompilerState *state);
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/* multi closure */
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void generate_multi_closure(ShaderNode *root_node,
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ShaderNode *node,
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ShaderNodeSet& done,
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ShaderNodeSet& closure_done);
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CompilerState *state);
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/* compile */
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void compile_type(Shader *shader, ShaderGraph *graph, ShaderType type);
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