Cycles: Reduce verbosity of logging
Mainly makes logging less verbose when doing progressive sampling in viewport. Such kind of verbosity is not really possible to be filtered out with `grep` so let's reshuffle few lines of code.
This commit is contained in:
@@ -771,11 +771,11 @@ void LightManager::device_update_points(Device *device,
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void LightManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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void LightManager::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->lights.size() << " lights.";
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if(!need_update)
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if(!need_update)
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return;
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return;
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VLOG(1) << "Total " << scene->lights.size() << " lights.";
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device_free(device, dscene);
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device_free(device, dscene);
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use_light_visibility = false;
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use_light_visibility = false;
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@@ -1232,11 +1232,11 @@ void MeshManager::device_update_displacement_images(Device *device,
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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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if(!need_update)
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if(!need_update)
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return;
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return;
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VLOG(1) << "Total " << scene->meshes.size() << " meshes.";
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/* update normals */
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/* update normals */
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foreach(Mesh *mesh, scene->meshes) {
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foreach(Mesh *mesh, scene->meshes) {
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foreach(uint shader, mesh->used_shaders) {
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foreach(uint shader, mesh->used_shaders) {
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@@ -480,11 +480,11 @@ void ObjectManager::device_update_transforms(Device *device,
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void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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void ObjectManager::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->objects.size() << " objects.";
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if(!need_update)
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if(!need_update)
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return;
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return;
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VLOG(1) << "Total " << scene->objects.size() << " objects.";
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device_free(device, dscene);
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device_free(device, dscene);
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if(scene->objects.size() == 0)
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if(scene->objects.size() == 0)
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@@ -75,11 +75,11 @@ void OSLShaderManager::reset(Scene * /*scene*/)
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void OSLShaderManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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void OSLShaderManager::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->shaders.size() << " shaders.";
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if(!need_update)
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if(!need_update)
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return;
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return;
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VLOG(1) << "Total " << scene->shaders.size() << " shaders.";
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device_free(device, dscene, scene);
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device_free(device, dscene, scene);
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/* determine which shaders are in use */
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/* determine which shaders are in use */
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@@ -93,12 +93,12 @@ void ParticleSystemManager::device_update_particles(Device *device, DeviceScene
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void ParticleSystemManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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void ParticleSystemManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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{
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{
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if(!need_update)
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return;
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VLOG(1) << "Total " << scene->particle_systems.size()
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VLOG(1) << "Total " << scene->particle_systems.size()
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<< " particle systems.";
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<< " particle systems.";
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if(!need_update)
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return;
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device_free(device, dscene);
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device_free(device, dscene);
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progress.set_status("Updating Particle Systems", "Copying Particles to device");
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progress.set_status("Updating Particle Systems", "Copying Particles to device");
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@@ -135,7 +135,9 @@ void Scene::device_update(Device *device_, Progress& progress)
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{
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{
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if(!device)
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if(!device)
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device = device_;
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device = device_;
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bool print_stats = need_data_update();
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/* The order of updates is important, because there's dependencies between
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/* The order of updates is important, because there's dependencies between
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* the different managers, using data computed by previous managers.
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* the different managers, using data computed by previous managers.
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*
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*
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@@ -239,9 +241,11 @@ void Scene::device_update(Device *device_, Progress& progress)
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device->const_copy_to("__data", &dscene.data, sizeof(dscene.data));
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device->const_copy_to("__data", &dscene.data, sizeof(dscene.data));
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}
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}
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VLOG(1) << "System memory statistics after full device sync:\n"
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if(print_stats) {
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<< " Usage: " << util_guarded_get_mem_used() << "\n"
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VLOG(1) << "System memory statistics after full device sync:\n"
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<< " Peak: " << util_guarded_get_mem_peak();
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<< " Usage: " << util_guarded_get_mem_used() << "\n"
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<< " Peak: " << util_guarded_get_mem_peak();
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}
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}
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}
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Scene::MotionType Scene::need_motion(bool advanced_shading)
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Scene::MotionType Scene::need_motion(bool advanced_shading)
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@@ -278,11 +282,10 @@ bool Scene::need_update()
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return (need_reset() || film->need_update);
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return (need_reset() || film->need_update);
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}
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}
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bool Scene::need_reset()
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bool Scene::need_data_update()
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{
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{
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return (background->need_update
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return (background->need_update
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|| image_manager->need_update
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|| image_manager->need_update
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|| camera->need_update
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|| object_manager->need_update
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|| object_manager->need_update
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|| mesh_manager->need_update
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|| mesh_manager->need_update
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|| light_manager->need_update
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|| light_manager->need_update
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@@ -295,6 +298,11 @@ bool Scene::need_reset()
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|| film->need_update);
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|| film->need_update);
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}
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}
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bool Scene::need_reset()
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{
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return need_data_update() || camera->need_update;
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}
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void Scene::reset()
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void Scene::reset()
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{
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{
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shader_manager->reset(this);
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shader_manager->reset(this);
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@@ -213,6 +213,11 @@ public:
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void device_free();
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void device_free();
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protected:
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protected:
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/* Check if some heavy data worth logging was updated.
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* Mainly used to suppress extra annoying logging.
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*/
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bool need_data_update();
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void free_memory(bool final);
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void free_memory(bool final);
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};
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};
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@@ -46,11 +46,11 @@ void SVMShaderManager::reset(Scene * /*scene*/)
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void SVMShaderManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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void SVMShaderManager::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->shaders.size() << " shaders.";
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if(!need_update)
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if(!need_update)
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return;
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return;
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VLOG(1) << "Total " << scene->shaders.size() << " shaders.";
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/* test if we need to update */
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/* test if we need to update */
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device_free(device, dscene, scene);
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device_free(device, dscene, scene);
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@@ -37,11 +37,11 @@ LookupTables::~LookupTables()
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void LookupTables::device_update(Device *device, DeviceScene *dscene)
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void LookupTables::device_update(Device *device, DeviceScene *dscene)
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{
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{
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VLOG(1) << "Total " << lookup_tables.size() << " lookup tables.";
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if(!need_update)
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if(!need_update)
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return;
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return;
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VLOG(1) << "Total " << lookup_tables.size() << " lookup tables.";
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device->tex_free(dscene->lookup_table);
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device->tex_free(dscene->lookup_table);
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if(lookup_tables.size() > 0)
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if(lookup_tables.size() > 0)
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