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:
Nathan Letwory 2014-05-19 13:49:36 +03:00
parent 9a7c4ead3f
commit 0684ac9301
8 changed files with 20 additions and 25 deletions

@ -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_ */