Cycles: remove duplicate shader storage
Storing multiple copies of a shader was needed when the displacement method was a mesh option and could be different for each mesh. Now that its a shader option this is unnecessary. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2156
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@@ -1146,13 +1146,14 @@ void OSLCompiler::compile(Scene *scene, OSLGlobals *og, Shader *shader)
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}
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/* push state to array for lookup */
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og->surface_state.push_back(shader->osl_surface_ref);
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og->surface_state.push_back(shader->osl_surface_bump_ref);
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if(shader->displacement_method == DISPLACE_TRUE || !shader->graph_bump) {
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og->surface_state.push_back(shader->osl_surface_ref);
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}
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else {
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og->surface_state.push_back(shader->osl_surface_bump_ref);
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}
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og->volume_state.push_back(shader->osl_volume_ref);
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og->volume_state.push_back(shader->osl_volume_ref);
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og->displacement_state.push_back(shader->osl_displacement_ref);
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og->displacement_state.push_back(shader->osl_displacement_ref);
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}
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