Code refactor: use DeviceInfo to enable QBVH and decoupled volume shading.
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@@ -451,10 +451,12 @@ void ShaderManager::device_update_common(Device *device,
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flag |= SD_HETEROGENEOUS_VOLUME;
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if(shader->has_bssrdf_bump)
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flag |= SD_HAS_BSSRDF_BUMP;
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if(shader->volume_sampling_method == VOLUME_SAMPLING_EQUIANGULAR)
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flag |= SD_VOLUME_EQUIANGULAR;
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if(shader->volume_sampling_method == VOLUME_SAMPLING_MULTIPLE_IMPORTANCE)
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flag |= SD_VOLUME_MIS;
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if(device->info.has_volume_decoupled) {
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if(shader->volume_sampling_method == VOLUME_SAMPLING_EQUIANGULAR)
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flag |= SD_VOLUME_EQUIANGULAR;
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if(shader->volume_sampling_method == VOLUME_SAMPLING_MULTIPLE_IMPORTANCE)
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flag |= SD_VOLUME_MIS;
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}
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if(shader->volume_interpolation_method == VOLUME_INTERPOLATION_CUBIC)
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flag |= SD_VOLUME_CUBIC;
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if(shader->has_bump)
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