forked from bartvdbraak/blender
Cleanup: rename mesh -> geom in some places that now handle multiple geom types
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1031638c51
@ -1002,10 +1002,10 @@ void GeometryManager::device_update_attributes(Device *device,
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/* After mesh attributes and patch tables have been copied to device memory,
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* we need to update offsets in the objects. */
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scene->object_manager->device_update_mesh_offsets(device, dscene, scene);
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scene->object_manager->device_update_geom_offsets(device, dscene, scene);
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}
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void GeometryManager::mesh_calc_offset(Scene *scene, BVHLayout bvh_layout)
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void GeometryManager::geom_calc_offset(Scene *scene, BVHLayout bvh_layout)
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{
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size_t vert_size = 0;
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size_t tri_size = 0;
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@ -1922,7 +1922,7 @@ void GeometryManager::device_update(Device *device,
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const BVHLayout bvh_layout = BVHParams::best_bvh_layout(scene->params.bvh_layout,
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device->get_bvh_layout_mask());
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mesh_calc_offset(scene, bvh_layout);
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geom_calc_offset(scene, bvh_layout);
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if (true_displacement_used || curve_shadow_transparency_used) {
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scoped_callback_timer timer([scene](double time) {
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if (scene->update_stats) {
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@ -242,7 +242,7 @@ class GeometryManager {
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vector<AttributeRequestSet> &object_attributes);
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/* Compute verts/triangles/curves offsets in global arrays. */
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void mesh_calc_offset(Scene *scene, BVHLayout bvh_layout);
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void geom_calc_offset(Scene *scene, BVHLayout bvh_layout);
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void device_update_object(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
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@ -821,7 +821,7 @@ void ObjectManager::device_update_flags(
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dscene->object_volume_step.clear_modified();
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}
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void ObjectManager::device_update_mesh_offsets(Device *, DeviceScene *dscene, Scene *scene)
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void ObjectManager::device_update_geom_offsets(Device *, DeviceScene *dscene, Scene *scene)
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{
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if (dscene->objects.size() == 0) {
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return;
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@ -162,7 +162,7 @@ class ObjectManager {
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Scene *scene,
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Progress &progress,
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bool bounds_valid = true);
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void device_update_mesh_offsets(Device *device, DeviceScene *dscene, Scene *scene);
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void device_update_geom_offsets(Device *device, DeviceScene *dscene, Scene *scene);
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void device_free(Device *device, DeviceScene *dscene, bool force_free);
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