Cycles: immediately store the used_shader list in Blender interface.

Uniform attributes require immediate access to the shader list
in object update code, so setting the field can't be deferred
to a background task. This required adding a parameter to the
clear method of Geometry.

Ref D2057
This commit is contained in:
Alexander Gavrilov 2020-10-31 19:21:07 +03:00
parent 9bc177d8de
commit 91d320edc3
Notes: blender-bot 2023-04-19 22:54:54 +02:00
Referenced by issue #82521, Bump OpenImageIO minimum version 1.8 > 2.2.1 for install_deps.sh
13 changed files with 35 additions and 45 deletions

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@ -352,7 +352,7 @@ static void ExportCurveSegments(Scene *scene, Hair *hair, ParticleCurveData *CDa
/* check allocation */
if ((hair->curve_keys.size() != num_keys) || (hair->num_curves() != num_curves)) {
VLOG(1) << "Allocation failed, clearing data";
hair->clear();
hair->clear(true);
}
}
@ -817,10 +817,7 @@ void BlenderSync::sync_hair(Hair *hair, BL::Object &b_ob, bool motion, int motio
}
#endif
void BlenderSync::sync_hair(BL::Depsgraph b_depsgraph,
BL::Object b_ob,
Hair *hair,
const vector<Shader *> &used_shaders)
void BlenderSync::sync_hair(BL::Depsgraph b_depsgraph, BL::Object b_ob, Hair *hair)
{
/* Compares curve_keys rather than strands in order to handle quick hair
* adjustments in dynamic BVH - other methods could probably do this better. */
@ -829,8 +826,7 @@ void BlenderSync::sync_hair(BL::Depsgraph b_depsgraph,
oldcurve_keys.steal_data(hair->curve_keys);
oldcurve_radius.steal_data(hair->curve_radius);
hair->clear();
hair->used_shaders = used_shaders;
hair->clear(true);
if (view_layer.use_hair) {
if (b_ob.type() == BL::Object::type_HAIR) {

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@ -138,6 +138,9 @@ Geometry *BlenderSync::sync_geometry(BL::Depsgraph &b_depsgraph,
geom->name = ustring(b_ob_data.name().c_str());
/* Store the shaders immediately for the object attribute code. */
geom->used_shaders = used_shaders;
auto sync_func = [=]() mutable {
if (progress.get_cancel())
return;
@ -146,15 +149,15 @@ Geometry *BlenderSync::sync_geometry(BL::Depsgraph &b_depsgraph,
if (geom_type == Geometry::HAIR) {
Hair *hair = static_cast<Hair *>(geom);
sync_hair(b_depsgraph, b_ob, hair, used_shaders);
sync_hair(b_depsgraph, b_ob, hair);
}
else if (geom_type == Geometry::VOLUME) {
Volume *volume = static_cast<Volume *>(geom);
sync_volume(b_ob, volume, used_shaders);
sync_volume(b_ob, volume);
}
else {
Mesh *mesh = static_cast<Mesh *>(geom);
sync_mesh(b_depsgraph, b_ob, mesh, used_shaders);
sync_mesh(b_depsgraph, b_ob, mesh);
}
};

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@ -1023,10 +1023,7 @@ static void sync_mesh_fluid_motion(BL::Object &b_ob, Scene *scene, Mesh *mesh)
}
}
void BlenderSync::sync_mesh(BL::Depsgraph b_depsgraph,
BL::Object b_ob,
Mesh *mesh,
const vector<Shader *> &used_shaders)
void BlenderSync::sync_mesh(BL::Depsgraph b_depsgraph, BL::Object b_ob, Mesh *mesh)
{
array<int> oldtriangles;
array<Mesh::SubdFace> oldsubd_faces;
@ -1035,8 +1032,7 @@ void BlenderSync::sync_mesh(BL::Depsgraph b_depsgraph,
oldsubd_faces.steal_data(mesh->subd_faces);
oldsubd_face_corners.steal_data(mesh->subd_face_corners);
mesh->clear();
mesh->used_shaders = used_shaders;
mesh->clear(true);
mesh->subdivision_type = Mesh::SUBDIVISION_NONE;

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@ -150,20 +150,14 @@ class BlenderSync {
TaskPool *geom_task_pool);
/* Volume */
void sync_volume(BL::Object &b_ob, Volume *volume, const vector<Shader *> &used_shaders);
void sync_volume(BL::Object &b_ob, Volume *volume);
/* Mesh */
void sync_mesh(BL::Depsgraph b_depsgraph,
BL::Object b_ob,
Mesh *mesh,
const vector<Shader *> &used_shaders);
void sync_mesh(BL::Depsgraph b_depsgraph, BL::Object b_ob, Mesh *mesh);
void sync_mesh_motion(BL::Depsgraph b_depsgraph, BL::Object b_ob, Mesh *mesh, int motion_step);
/* Hair */
void sync_hair(BL::Depsgraph b_depsgraph,
BL::Object b_ob,
Hair *hair,
const vector<Shader *> &used_shaders);
void sync_hair(BL::Depsgraph b_depsgraph, BL::Object b_ob, Hair *hair);
void sync_hair_motion(BL::Depsgraph b_depsgraph, BL::Object b_ob, Hair *hair, int motion_step);
void sync_hair(Hair *hair, BL::Object &b_ob, bool motion, int motion_step = 0);
void sync_particle_hair(

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@ -320,14 +320,11 @@ static vector<int> get_voxel_image_slots(Mesh *mesh)
return slots;
}
void BlenderSync::sync_volume(BL::Object &b_ob,
Volume *volume,
const vector<Shader *> &used_shaders)
void BlenderSync::sync_volume(BL::Object &b_ob, Volume *volume)
{
vector<int> old_voxel_slots = get_voxel_image_slots(volume);
volume->clear();
volume->used_shaders = used_shaders;
volume->clear(true);
if (view_layer.use_volumes) {
if (b_ob.type() == BL::Object::type_VOLUME) {

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@ -81,9 +81,11 @@ Geometry::~Geometry()
delete bvh;
}
void Geometry::clear()
void Geometry::clear(bool preserve_shaders)
{
used_shaders.clear();
if (!preserve_shaders)
used_shaders.clear();
transform_applied = false;
transform_negative_scaled = false;
transform_normal = transform_identity();

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@ -99,7 +99,7 @@ class Geometry : public Node {
virtual ~Geometry();
/* Geometry */
virtual void clear();
virtual void clear(bool preserve_shaders = false);
virtual void compute_bounds() = 0;
virtual void apply_transform(const Transform &tfm, const bool apply_to_motion) = 0;

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@ -321,9 +321,9 @@ void Hair::reserve_curves(int numcurves, int numkeys)
attributes.resize(true);
}
void Hair::clear()
void Hair::clear(bool preserve_shaders)
{
Geometry::clear();
Geometry::clear(preserve_shaders);
curve_keys.clear();
curve_radius.clear();

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@ -103,7 +103,7 @@ class Hair : public Geometry {
~Hair();
/* Geometry */
void clear() override;
void clear(bool preserve_shaders = false) override;
void resize_curves(int numcurves, int numkeys);
void reserve_curves(int numcurves, int numkeys);

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@ -213,9 +213,9 @@ void Mesh::reserve_subd_faces(int numfaces, int num_ngons_, int numcorners)
subd_attributes.resize(true);
}
void Mesh::clear(bool preserve_voxel_data)
void Mesh::clear(bool preserve_shaders, bool preserve_voxel_data)
{
Geometry::clear();
Geometry::clear(preserve_shaders);
/* clear all verts and triangles */
verts.clear();
@ -243,9 +243,9 @@ void Mesh::clear(bool preserve_voxel_data)
patch_table = NULL;
}
void Mesh::clear()
void Mesh::clear(bool preserve_shaders)
{
clear(false);
clear(preserve_shaders, false);
}
void Mesh::add_vertex(float3 P)

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@ -174,8 +174,7 @@ class Mesh : public Geometry {
void reserve_mesh(int numverts, int numfaces);
void resize_subd_faces(int numfaces, int num_ngons, int numcorners);
void reserve_subd_faces(int numfaces, int num_ngons, int numcorners);
void clear(bool preserve_voxel_data);
void clear() override;
void clear(bool preserve_shaders = false) override;
void add_vertex(float3 P);
void add_vertex_slow(float3 P);
void add_triangle(int v0, int v1, int v2, int shader, bool smooth);
@ -202,6 +201,9 @@ class Mesh : public Geometry {
void pack_patches(uint *patch_data, uint vert_offset, uint face_offset, uint corner_offset);
void tessellate(DiagSplit *split);
protected:
void clear(bool preserve_shaders, bool preserve_voxel_data);
};
CCL_NAMESPACE_END

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@ -56,9 +56,9 @@ Volume::Volume() : Mesh(node_type, Geometry::VOLUME)
object_space = false;
}
void Volume::clear()
void Volume::clear(bool preserve_shaders)
{
Mesh::clear(true);
Mesh::clear(preserve_shaders, true);
}
struct QuadData {

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@ -32,7 +32,7 @@ class Volume : public Mesh {
float step_size;
bool object_space;
virtual void clear() override;
virtual void clear(bool preserve_shaders = false) override;
};
CCL_NAMESPACE_END