forked from bartvdbraak/blender
Cycles: Remove Volume Nodes GPU warning and gray out Sampling Method button when using GPU.
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@ -929,7 +929,9 @@ class CyclesWorld_PT_settings(CyclesButtonsPanel, Panel):
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col = split.column()
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col = split.column()
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col.label(text="Volume:")
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col.label(text="Volume:")
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col.prop(cworld, "volume_sampling", text="")
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sub = col.column()
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sub.active = use_cpu(context)
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sub.prop(cworld, "volume_sampling", text="")
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col.prop(cworld, "homogeneous_volume", text="Homogeneous")
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col.prop(cworld, "homogeneous_volume", text="Homogeneous")
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@ -1031,7 +1033,9 @@ class CyclesMaterial_PT_settings(CyclesButtonsPanel, Panel):
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col = split.column()
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col = split.column()
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col.label(text="Volume:")
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col.label(text="Volume:")
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col.prop(cmat, "volume_sampling", text="")
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sub = col.column()
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sub.active = use_cpu(context)
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sub.prop(cmat, "volume_sampling", text="")
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col.prop(cmat, "homogeneous_volume", text="Homogeneous")
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col.prop(cmat, "homogeneous_volume", text="Homogeneous")
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@ -954,18 +954,6 @@ static void node_shader_buts_subsurface(uiLayout *layout, bContext *C, PointerRN
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}
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}
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static void node_shader_buts_volume(uiLayout *layout, bContext *C, PointerRNA *UNUSED(ptr))
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{
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/* Volume does not work on GPU yet */
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PointerRNA scene = CTX_data_pointer_get(C, "scene");
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if (scene.data) {
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PointerRNA cscene = RNA_pointer_get(&scene, "cycles");
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if (cscene.data && (RNA_enum_get(&cscene, "device") == 1 && U.compute_device_type != 0))
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uiItemL(layout, IFACE_("Volumes not supported on GPU"), ICON_ERROR);
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}
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}
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static void node_shader_buts_toon(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
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static void node_shader_buts_toon(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
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{
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{
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uiItemR(layout, ptr, "component", 0, "", ICON_NONE);
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uiItemR(layout, ptr, "component", 0, "", ICON_NONE);
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@ -1122,12 +1110,6 @@ static void node_shader_set_butfunc(bNodeType *ntype)
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case SH_NODE_SUBSURFACE_SCATTERING:
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case SH_NODE_SUBSURFACE_SCATTERING:
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ntype->draw_buttons = node_shader_buts_subsurface;
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ntype->draw_buttons = node_shader_buts_subsurface;
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break;
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break;
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case SH_NODE_VOLUME_SCATTER:
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ntype->draw_buttons = node_shader_buts_volume;
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break;
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case SH_NODE_VOLUME_ABSORPTION:
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ntype->draw_buttons = node_shader_buts_volume;
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break;
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case SH_NODE_BSDF_TOON:
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case SH_NODE_BSDF_TOON:
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ntype->draw_buttons = node_shader_buts_toon;
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ntype->draw_buttons = node_shader_buts_toon;
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break;
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break;
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