forked from bartvdbraak/blender
Cycles: Cleanup, code style
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c617fcad10
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8610b57271
@ -180,12 +180,12 @@ void BlenderSession::reset_session(BL::BlendData& b_data, BL::Depsgraph& b_depsg
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this->b_depsgraph = b_depsgraph;
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this->b_scene = b_depsgraph.scene_eval();
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if (preview_osl) {
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if(preview_osl) {
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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RNA_boolean_set(&cscene, "shading_system", preview_osl);
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}
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if (b_v3d) {
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if(b_v3d) {
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this->b_render = b_scene.render();
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}
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else {
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@ -194,11 +194,11 @@ void BlenderSession::reset_session(BL::BlendData& b_data, BL::Depsgraph& b_depsg
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height = render_resolution_y(b_render);
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}
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if (session == NULL) {
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if(session == NULL) {
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create();
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}
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if (b_v3d) {
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if(b_v3d) {
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/* NOTE: We need to create session, but all the code from below
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* will make viewport render to stuck on initialization.
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*/
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@ -1413,7 +1413,7 @@ void BlenderSession::update_resumable_tile_manager(int num_samples)
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void BlenderSession::free_blender_memory_if_possible()
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{
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if (!background) {
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if(!background) {
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/* During interactive render we can not free anything: attempts to save
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* memory would cause things to be allocated and evaluated for every
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* updated sample.
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@ -1236,7 +1236,7 @@ void BlenderSync::sync_materials(BL::Depsgraph& b_depsgraph, bool update_all)
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BL::Depsgraph::ids_iterator b_id;
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for(b_depsgraph.ids.begin(b_id); b_id != b_depsgraph.ids.end(); ++b_id) {
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if (!b_id->is_a(&RNA_Material)) {
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if(!b_id->is_a(&RNA_Material)) {
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continue;
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}
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@ -1409,7 +1409,7 @@ void BlenderSync::sync_lights(BL::Depsgraph& b_depsgraph, bool update_all)
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BL::Depsgraph::ids_iterator b_id;
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for(b_depsgraph.ids.begin(b_id); b_id != b_depsgraph.ids.end(); ++b_id) {
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if (!b_id->is_a(&RNA_Light)) {
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if(!b_id->is_a(&RNA_Light)) {
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continue;
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}
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@ -111,21 +111,21 @@ void BlenderSync::sync_recalc(BL::Depsgraph& b_depsgraph)
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BL::ID b_id(b_update->id());
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/* Material */
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if (b_id.is_a(&RNA_Material)) {
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if(b_id.is_a(&RNA_Material)) {
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BL::Material b_mat(b_id);
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shader_map.set_recalc(b_mat);
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}
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/* Light */
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else if (b_id.is_a(&RNA_Light)) {
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else if(b_id.is_a(&RNA_Light)) {
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BL::Light b_light(b_id);
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shader_map.set_recalc(b_light);
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}
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/* Object */
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else if (b_id.is_a(&RNA_Object)) {
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else if(b_id.is_a(&RNA_Object)) {
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BL::Object b_ob(b_id);
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const bool updated_geometry = !b_update->is_dirty_geometry();
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if (!b_update->is_dirty_transform()) {
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if(!b_update->is_dirty_transform()) {
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object_map.set_recalc(b_ob);
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light_map.set_recalc(b_ob);
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}
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@ -151,12 +151,12 @@ void BlenderSync::sync_recalc(BL::Depsgraph& b_depsgraph)
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}
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}
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/* Mesh */
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else if (b_id.is_a(&RNA_Mesh)) {
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else if(b_id.is_a(&RNA_Mesh)) {
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BL::Mesh b_mesh(b_id);
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mesh_map.set_recalc(b_mesh);
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}
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/* World */
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else if (b_id.is_a(&RNA_World)) {
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else if(b_id.is_a(&RNA_World)) {
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BL::World b_world(b_id);
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if(world_map == b_world.ptr.data) {
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world_recalc = true;
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@ -165,13 +165,13 @@ void BlenderSync::sync_recalc(BL::Depsgraph& b_depsgraph)
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}
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/* Updates shader with object dependency if objects changed. */
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if (has_updated_objects) {
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if(has_updated_objects) {
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if(scene->default_background->has_object_dependency) {
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world_recalc = true;
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}
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foreach(Shader *shader, scene->shaders) {
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if (shader->has_object_dependency) {
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if(shader->has_object_dependency) {
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shader->need_sync_object = true;
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}
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}
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@ -619,7 +619,7 @@ void BlenderSync::free_data_after_sync(BL::Depsgraph& b_depsgraph)
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const bool is_interface_locked = b_engine.render() &&
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b_engine.render().use_lock_interface();
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const bool can_free_caches = BlenderSession::headless || is_interface_locked;
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if (!can_free_caches) {
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if(!can_free_caches) {
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return;
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}
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/* TODO(sergey): We can actually remove the whole dependency graph,
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@ -203,7 +203,7 @@ bool Device::bind_fallback_display_space_shader(const float width, const float h
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fallback_shader_program = bind_fallback_shader();
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fallback_status = FALLBACK_SHADER_STATUS_ERROR;
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if (fallback_shader_program == 0) {
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if(fallback_shader_program == 0) {
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return false;
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}
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@ -266,7 +266,7 @@ void Device::draw_pixels(
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GLint shader_program;
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if(use_fallback_shader) {
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if (!bind_fallback_display_space_shader(dw, dh)) {
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if(!bind_fallback_display_space_shader(dw, dh)) {
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return;
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}
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shader_program = fallback_shader_program;
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