forked from bartvdbraak/blender
Move ShadingSystem enum to shader.h
Add SHADINGSYSTEM_ to enum member names, so it is clear where they are from. Revert BVHType enum changes, as there's no need for code dedup here.
This commit is contained in:
parent
9a7c4ead3f
commit
0684ac9301
@ -35,7 +35,6 @@
|
||||
#include "util_debug.h"
|
||||
#include "util_foreach.h"
|
||||
#include "util_opengl.h"
|
||||
#include "util_types.h"
|
||||
|
||||
CCL_NAMESPACE_BEGIN
|
||||
|
||||
@ -363,19 +362,19 @@ SceneParams BlenderSync::get_scene_params(BL::Scene b_scene, bool background)
|
||||
const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
|
||||
|
||||
if(shadingsystem == 0)
|
||||
params.shadingsystem = ShadingSystem::SVM;
|
||||
params.shadingsystem = SHADINGSYSTEM_SVM;
|
||||
else if(shadingsystem == 1)
|
||||
params.shadingsystem = ShadingSystem::OSL;
|
||||
params.shadingsystem = SHADINGSYSTEM_OSL;
|
||||
|
||||
if(background)
|
||||
params.bvh_type = BVHType::BVH_STATIC;
|
||||
params.bvh_type = SceneParams::BVH_STATIC;
|
||||
else
|
||||
params.bvh_type = (BVHType)RNA_enum_get(&cscene, "debug_bvh_type");
|
||||
params.bvh_type = (SceneParams::BVHType)RNA_enum_get(&cscene, "debug_bvh_type");
|
||||
|
||||
params.use_bvh_spatial_split = RNA_boolean_get(&cscene, "debug_use_spatial_splits");
|
||||
params.use_bvh_cache = (background)? RNA_boolean_get(&cscene, "use_cache"): false;
|
||||
|
||||
if(background && params.shadingsystem != ShadingSystem::OSL)
|
||||
if(background && params.shadingsystem != SHADINGSYSTEM_OSL)
|
||||
params.persistent_data = r.use_persistent_data();
|
||||
else
|
||||
params.persistent_data = false;
|
||||
@ -512,9 +511,9 @@ SessionParams BlenderSync::get_session_params(BL::RenderEngine b_engine, BL::Use
|
||||
const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
|
||||
|
||||
if(shadingsystem == 0)
|
||||
params.shadingsystem = ShadingSystem::SVM;
|
||||
params.shadingsystem = SHADINGSYSTEM_SVM;
|
||||
else if(shadingsystem == 1)
|
||||
params.shadingsystem = ShadingSystem::OSL;
|
||||
params.shadingsystem = SHADINGSYSTEM_OSL;
|
||||
|
||||
/* color managagement */
|
||||
params.display_buffer_linear = GLEW_ARB_half_float_pixel && b_engine.support_display_space_shader(b_scene);
|
||||
|
@ -389,7 +389,7 @@ void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *sc
|
||||
|
||||
/* prepare for static BVH building */
|
||||
/* todo: do before to support getting object level coords? */
|
||||
if(scene->params.bvh_type == BVHType::BVH_STATIC) {
|
||||
if(scene->params.bvh_type == SceneParams::BVH_STATIC) {
|
||||
progress.set_status("Updating Objects", "Applying Static Transformations");
|
||||
apply_static_transforms(dscene, scene, object_flag, progress);
|
||||
}
|
||||
|
@ -61,7 +61,7 @@ Scene::Scene(const SceneParams& params_, const DeviceInfo& device_info_)
|
||||
if(device_info_.type == DEVICE_CPU)
|
||||
shader_manager = ShaderManager::create(this, params.shadingsystem);
|
||||
else
|
||||
shader_manager = ShaderManager::create(this, ShadingSystem::SVM);
|
||||
shader_manager = ShaderManager::create(this, SHADINGSYSTEM_SVM);
|
||||
|
||||
/* Extended image limits for CPU and GPUs */
|
||||
image_manager->set_extended_image_limits(device_info_);
|
||||
|
@ -18,6 +18,7 @@
|
||||
#define __SCENE_H__
|
||||
|
||||
#include "image.h"
|
||||
#include "shader.h"
|
||||
|
||||
#include "device_memory.h"
|
||||
|
||||
@ -121,7 +122,7 @@ public:
|
||||
class SceneParams {
|
||||
public:
|
||||
ShadingSystem shadingsystem;
|
||||
BVHType bvh_type;
|
||||
enum BVHType { BVH_DYNAMIC, BVH_STATIC } bvh_type;
|
||||
bool use_bvh_cache;
|
||||
bool use_bvh_spatial_split;
|
||||
bool use_qbvh;
|
||||
@ -129,7 +130,7 @@ public:
|
||||
|
||||
SceneParams()
|
||||
{
|
||||
shadingsystem = SVM;
|
||||
shadingsystem = SHADINGSYSTEM_SVM;
|
||||
bvh_type = BVH_DYNAMIC;
|
||||
use_bvh_cache = false;
|
||||
use_bvh_spatial_split = false;
|
||||
|
@ -19,12 +19,12 @@
|
||||
|
||||
#include "buffers.h"
|
||||
#include "device.h"
|
||||
#include "shader.h"
|
||||
#include "tile.h"
|
||||
|
||||
#include "util_progress.h"
|
||||
#include "util_stats.h"
|
||||
#include "util_thread.h"
|
||||
#include "util_types.h"
|
||||
#include "util_vector.h"
|
||||
|
||||
CCL_NAMESPACE_BEGIN
|
||||
@ -81,7 +81,7 @@ public:
|
||||
reset_timeout = 0.1;
|
||||
text_timeout = 1.0;
|
||||
|
||||
shadingsystem = SVM;
|
||||
shadingsystem = SHADINGSYSTEM_SVM;
|
||||
tile_order = TILE_CENTER;
|
||||
}
|
||||
|
||||
|
@ -149,7 +149,7 @@ ShaderManager *ShaderManager::create(Scene *scene, int shadingsystem)
|
||||
ShaderManager *manager;
|
||||
|
||||
#ifdef WITH_OSL
|
||||
if(shadingsystem == ShadingSystem::OSL)
|
||||
if(shadingsystem == SHADINGSYSTEM_OSL)
|
||||
manager = new OSLShaderManager();
|
||||
else
|
||||
#endif
|
||||
|
@ -39,6 +39,11 @@ class Scene;
|
||||
class ShaderGraph;
|
||||
struct float3;
|
||||
|
||||
enum ShadingSystem {
|
||||
SHADINGSYSTEM_OSL,
|
||||
SHADINGSYSTEM_SVM
|
||||
};
|
||||
|
||||
/* Shader describing the appearance of a Mesh, Light or Background.
|
||||
*
|
||||
* While there is only a single shader graph, it has three outputs: surface,
|
||||
|
@ -456,16 +456,6 @@ enum InterpolationType {
|
||||
INTERPOLATION_SMART = 3,
|
||||
};
|
||||
|
||||
enum ShadingSystem {
|
||||
OSL,
|
||||
SVM
|
||||
};
|
||||
|
||||
enum BVHType {
|
||||
BVH_DYNAMIC,
|
||||
BVH_STATIC
|
||||
};
|
||||
|
||||
/* macros */
|
||||
|
||||
/* hints for branch prediction, only use in code that runs a _lot_ */
|
||||
|
Loading…
Reference in New Issue
Block a user