forked from bartvdbraak/blender
Cycles: Decouple object flags update to a separate update step
This way there's much less cross-references between objects and meshes device update functions. The only thing remained s the object bounds calculation which is needed by bvh update. This could also be decoupled, but it's not that crucial yet because its's how it used to be for ages now.
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@ -1032,11 +1032,15 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen
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if(!need_update)
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return;
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/* update normals */
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/* update normals and flags */
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foreach(Mesh *mesh, scene->meshes) {
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mesh->has_volume = false;
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foreach(uint shader, mesh->used_shaders) {
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if(scene->shaders[shader]->need_update_attributes)
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mesh->need_update = true;
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if(scene->shaders[shader]->has_volume) {
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mesh->has_volume = true;
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}
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}
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if(mesh->need_update) {
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@ -1105,37 +1109,10 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen
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bool motion_blur = false;
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#endif
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/* TODO(sergey): There's an ongoing fake cyclic dependency between objects
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* and meshes here -- needs to make update functions a bit more granular in
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* order to keep all the updates in a logical way.
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*/
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/* update obejcts */
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vector<Object *> volume_objects;
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foreach(Object *object, scene->objects) {
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foreach(Object *object, scene->objects)
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object->compute_bounds(motion_blur);
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if(object->mesh->has_volume) {
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volume_objects.push_back(object);
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}
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}
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int object_index = 0;
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uint *object_flags = dscene->object_flag.get_data();
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foreach(Object *object, scene->objects) {
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foreach(Object *volume_object, volume_objects) {
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if(object == volume_object) {
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continue;
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}
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if(object->bounds.intersects(volume_object->bounds)) {
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object_flags[object_index] |= SD_OBJECT_INTERSECTS_VOLUME;
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break;
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}
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}
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++object_index;
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}
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/* allocate object flag */
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device->tex_alloc("__object_flag", dscene->object_flag);
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if(progress.get_cancel()) return;
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@ -348,27 +348,9 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
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objects[offset+9] = make_float4(ob->dupli_generated[0], ob->dupli_generated[1], ob->dupli_generated[2], __int_as_float(numkeys));
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objects[offset+10] = make_float4(ob->dupli_uv[0], ob->dupli_uv[1], __int_as_float(numsteps), __int_as_float(numverts));
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/* That's a bit weird place to update mesh flags, but we do it here
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* because object needs to know if it's a volume or not and mesh needs
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* to have the updated.
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*
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* TODO(sergey): Check on whether we can reshuffle update order in scene.
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*/
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if(ob->mesh->need_update) {
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ob->mesh->has_volume = false;
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foreach(uint shader, ob->mesh->used_shaders) {
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if(scene->shaders[shader]->has_volume) {
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ob->mesh->has_volume = true;
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break;
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}
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}
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}
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/* object flag */
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if(ob->use_holdout)
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flag |= SD_HOLDOUT_MASK;
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if(ob->mesh->has_volume)
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flag |= SD_OBJECT_HAS_VOLUME;
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object_flag[i] = flag;
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/* have curves */
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@ -396,8 +378,6 @@ void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *sc
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device_free(device, dscene);
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need_update = false;
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if(scene->objects.size() == 0)
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return;
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@ -418,6 +398,49 @@ void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *sc
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}
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}
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void ObjectManager::device_update_flags(Device *device, DeviceScene *dscene,
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Scene *scene, Progress& progress)
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{
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if(!need_update)
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return;
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need_update = false;
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if(scene->objects.size() == 0)
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return;
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/* object info flag */
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uint *object_flag = dscene->object_flag.get_data();
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vector<Object *> volume_objects;
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foreach(Object *object, scene->objects) {
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if(object->mesh->has_volume) {
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volume_objects.push_back(object);
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}
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}
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int object_index = 0;
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foreach(Object *object, scene->objects) {
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if(object->mesh->has_volume) {
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object_flag[object_index] |= SD_OBJECT_HAS_VOLUME;
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}
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foreach(Object *volume_object, volume_objects) {
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if(object == volume_object) {
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continue;
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}
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if(object->bounds.intersects(volume_object->bounds)) {
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object_flag[object_index] |= SD_OBJECT_INTERSECTS_VOLUME;
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break;
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}
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}
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++object_index;
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}
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/* allocate object flag */
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device->tex_alloc("__object_flag", dscene->object_flag);
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}
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void ObjectManager::device_free(Device *device, DeviceScene *dscene)
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{
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device->tex_free(dscene->objects);
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@ -76,6 +76,7 @@ public:
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_update_transforms(Device *device, DeviceScene *dscene, Scene *scene, uint *object_flag, Progress& progress);
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void device_update_flags(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_free(Device *device, DeviceScene *dscene);
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void tag_update(Scene *scene);
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@ -175,6 +175,11 @@ void Scene::device_update(Device *device_, Progress& progress)
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if(progress.get_cancel()) return;
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progress.set_status("Updating Objects Flags");
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object_manager->device_update_flags(device, &dscene, this, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Hair Systems");
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curve_system_manager->device_update(device, &dscene, this, progress);
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