Cycles: Synchronize images after building mesh BVH
This way memory overhead caused by the BVH building is not so visible and peak memory usage will be reduced. Implementing this idea is not so straightforward actually, because we need to synchronize images used for true displacement before meshes. Detecting whether image is used for true displacement is not so striaghtforward, so for now all all displacement types will synchronize images used for them. Such change brings memory usage from 4.1G to 4.0G with the 01_01_01_D scene from gooseberry. With 01_01_01_G scene it's 7.6G vs. 6.8G (before and after the patch). Reviewers: campbellbarton, juicyfruit, brecht Subscribers: eyecandy Differential Revision: https://developer.blender.org/D1217
This commit is contained in:
@@ -81,6 +81,7 @@ enum ShaderNodeSpecialType {
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SHADER_SPECIAL_TYPE_GEOMETRY,
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SHADER_SPECIAL_TYPE_GEOMETRY,
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SHADER_SPECIAL_TYPE_SCRIPT,
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SHADER_SPECIAL_TYPE_SCRIPT,
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SHADER_SPECIAL_TYPE_BACKGROUND,
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SHADER_SPECIAL_TYPE_BACKGROUND,
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SHADER_SPECIAL_TYPE_IMAGE_SLOT,
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};
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};
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/* Enum
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/* Enum
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@@ -791,6 +791,33 @@ void ImageManager::device_update(Device *device, DeviceScene *dscene, Progress&
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need_update = false;
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need_update = false;
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}
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}
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void ImageManager::device_update_slot(Device *device,
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DeviceScene *dscene,
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int slot,
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Progress *progress)
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{
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Image *image;
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if(slot >= tex_image_byte_start) {
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int byte_slot = slot - tex_image_byte_start;
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assert(images[byte_slot] != NULL);
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image = images[byte_slot];
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}
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else {
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assert(float_images[slot] != NULL);
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image = float_images[slot];
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}
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if(image->users == 0) {
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device_free_image(device, dscene, slot);
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}
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else if(image->need_load) {
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if(!osl_texture_system || float_images[slot]->builtin_data)
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device_load_image(device,
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dscene,
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slot,
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progress);
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}
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}
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void ImageManager::device_pack_images(Device *device,
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void ImageManager::device_pack_images(Device *device,
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DeviceScene *dscene,
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DeviceScene *dscene,
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Progress& /*progess*/)
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Progress& /*progess*/)
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@@ -63,6 +63,7 @@ public:
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bool is_float_image(const string& filename, void *builtin_data, bool& is_linear);
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bool is_float_image(const string& filename, void *builtin_data, bool& is_linear);
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void device_update(Device *device, DeviceScene *dscene, Progress& progress);
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void device_update(Device *device, DeviceScene *dscene, Progress& progress);
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void device_update_slot(Device *device, DeviceScene *dscene, int slot, Progress *progress);
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void device_free(Device *device, DeviceScene *dscene);
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void device_free(Device *device, DeviceScene *dscene);
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void device_free_builtin(Device *device, DeviceScene *dscene);
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void device_free_builtin(Device *device, DeviceScene *dscene);
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@@ -20,9 +20,11 @@
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#include "camera.h"
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#include "camera.h"
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#include "curves.h"
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#include "curves.h"
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#include "device.h"
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#include "device.h"
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#include "graph.h"
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#include "shader.h"
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#include "shader.h"
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#include "light.h"
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#include "light.h"
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#include "mesh.h"
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#include "mesh.h"
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#include "nodes.h"
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#include "object.h"
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#include "object.h"
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#include "scene.h"
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#include "scene.h"
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@@ -1148,6 +1150,55 @@ void MeshManager::device_update_flags(Device * /*device*/,
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need_flags_update = false;
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need_flags_update = false;
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}
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}
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void MeshManager::device_update_displacement_images(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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Progress& progress)
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{
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progress.set_status("Updating Displacement Images");
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TaskPool pool;
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ImageManager *image_manager = scene->image_manager;
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set<int> bump_images;
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foreach(Mesh *mesh, scene->meshes) {
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if(mesh->need_update) {
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foreach(uint shader_index, mesh->used_shaders) {
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Shader *shader = scene->shaders[shader_index];
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if(shader->graph_bump == NULL) {
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continue;
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}
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foreach(ShaderNode* node, shader->graph_bump->nodes) {
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if(node->special_type != SHADER_SPECIAL_TYPE_IMAGE_SLOT) {
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continue;
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}
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if(device->info.pack_images) {
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/* If device requires packed images we need to update all
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* images now, even if they're not used for displacement.
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*/
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image_manager->device_update(device,
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dscene,
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progress);
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return;
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}
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ImageSlotNode *image_node = static_cast<ImageSlotNode*>(node);
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int slot = image_node->slot;
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if(slot != -1) {
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bump_images.insert(slot);
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}
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}
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}
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}
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}
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foreach(int slot, bump_images) {
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pool.push(function_bind(&ImageManager::device_update_slot,
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image_manager,
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device,
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dscene,
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slot,
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&progress));
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}
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pool.wait_work();
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}
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void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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{
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{
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VLOG(1) << "Total " << scene->meshes.size() << " meshes.";
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VLOG(1) << "Total " << scene->meshes.size() << " meshes.";
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@@ -1170,6 +1221,21 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen
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}
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}
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}
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}
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/* Update images needed for true displacement. */
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bool need_displacement_images = false;
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foreach(Mesh *mesh, scene->meshes) {
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if(mesh->need_update &&
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mesh->displacement_method != Mesh::DISPLACE_BUMP)
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{
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need_displacement_images = true;
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break;
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}
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}
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if(need_displacement_images) {
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VLOG(1) << "Updating images used for true displacement.";
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device_update_displacement_images(device, dscene, scene, progress);
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}
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/* device update */
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/* device update */
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device_free(device, dscene);
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device_free(device, dscene);
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@@ -167,6 +167,7 @@ public:
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void device_update_attributes(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_update_attributes(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_update_flags(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_update_flags(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_update_displacement_images(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_free(Device *device, DeviceScene *dscene);
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void device_free(Device *device, DeviceScene *dscene);
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void tag_update(Scene *scene);
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void tag_update(Scene *scene);
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@@ -186,7 +186,7 @@ ShaderEnum ImageTextureNode::color_space_enum = color_space_init();
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ShaderEnum ImageTextureNode::projection_enum = image_projection_init();
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ShaderEnum ImageTextureNode::projection_enum = image_projection_init();
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ImageTextureNode::ImageTextureNode()
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ImageTextureNode::ImageTextureNode()
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: TextureNode("image_texture")
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: ImageSlotTextureNode("image_texture")
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{
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{
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image_manager = NULL;
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image_manager = NULL;
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slot = -1;
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slot = -1;
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@@ -380,7 +380,7 @@ ShaderEnum EnvironmentTextureNode::color_space_enum = color_space_init();
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ShaderEnum EnvironmentTextureNode::projection_enum = env_projection_init();
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ShaderEnum EnvironmentTextureNode::projection_enum = env_projection_init();
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EnvironmentTextureNode::EnvironmentTextureNode()
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EnvironmentTextureNode::EnvironmentTextureNode()
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: TextureNode("environment_texture")
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: ImageSlotTextureNode("environment_texture")
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{
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{
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image_manager = NULL;
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image_manager = NULL;
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slot = -1;
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slot = -1;
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@@ -55,13 +55,28 @@ public:
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/* Nodes */
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/* Nodes */
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/* Any node which uses image manager's slot should be a subclass of this one. */
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class ImageSlotNode : public ShaderNode {
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public:
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ImageSlotNode(const char *name_) : ShaderNode(name_) {
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special_type = SHADER_SPECIAL_TYPE_IMAGE_SLOT;
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}
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int slot;
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};
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class TextureNode : public ShaderNode {
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class TextureNode : public ShaderNode {
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public:
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public:
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TextureNode(const char *name_) : ShaderNode(name_) {}
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TextureNode(const char *name_) : ShaderNode(name_) {}
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TextureMapping tex_mapping;
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TextureMapping tex_mapping;
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};
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};
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class ImageTextureNode : public TextureNode {
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class ImageSlotTextureNode : public ImageSlotNode {
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public:
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ImageSlotTextureNode(const char *name_) : ImageSlotNode(name_) {}
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TextureMapping tex_mapping;
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};
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class ImageTextureNode : public ImageSlotTextureNode {
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public:
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public:
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SHADER_NODE_NO_CLONE_CLASS(ImageTextureNode)
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SHADER_NODE_NO_CLONE_CLASS(ImageTextureNode)
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~ImageTextureNode();
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~ImageTextureNode();
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@@ -69,7 +84,6 @@ public:
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void attributes(Shader *shader, AttributeRequestSet *attributes);
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void attributes(Shader *shader, AttributeRequestSet *attributes);
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ImageManager *image_manager;
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ImageManager *image_manager;
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int slot;
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int is_float;
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int is_float;
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bool is_linear;
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bool is_linear;
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bool use_alpha;
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bool use_alpha;
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@@ -85,7 +99,7 @@ public:
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static ShaderEnum projection_enum;
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static ShaderEnum projection_enum;
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};
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};
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class EnvironmentTextureNode : public TextureNode {
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class EnvironmentTextureNode : public ImageSlotTextureNode {
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public:
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public:
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SHADER_NODE_NO_CLONE_CLASS(EnvironmentTextureNode)
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SHADER_NODE_NO_CLONE_CLASS(EnvironmentTextureNode)
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~EnvironmentTextureNode();
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~EnvironmentTextureNode();
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@@ -93,7 +107,6 @@ public:
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void attributes(Shader *shader, AttributeRequestSet *attributes);
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void attributes(Shader *shader, AttributeRequestSet *attributes);
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ImageManager *image_manager;
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ImageManager *image_manager;
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int slot;
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int is_float;
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int is_float;
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bool is_linear;
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bool is_linear;
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bool use_alpha;
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bool use_alpha;
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@@ -160,11 +160,6 @@ void Scene::device_update(Device *device_, Progress& progress)
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if(progress.get_cancel() || device->have_error()) return;
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if(progress.get_cancel() || device->have_error()) return;
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progress.set_status("Updating Images");
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image_manager->device_update(device, &dscene, progress);
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if(progress.get_cancel() || device->have_error()) return;
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progress.set_status("Updating Background");
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progress.set_status("Updating Background");
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background->device_update(device, &dscene, this);
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background->device_update(device, &dscene, this);
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@@ -195,6 +190,11 @@ void Scene::device_update(Device *device_, Progress& progress)
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if(progress.get_cancel() || device->have_error()) return;
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if(progress.get_cancel() || device->have_error()) return;
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progress.set_status("Updating Images");
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image_manager->device_update(device, &dscene, progress);
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if(progress.get_cancel() || device->have_error()) return;
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progress.set_status("Updating Camera Volume");
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progress.set_status("Updating Camera Volume");
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camera->device_update_volume(device, &dscene, this);
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camera->device_update_volume(device, &dscene, this);
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