Move BVHType and shadingsystem enums to top-level of Cycles namespace.
Easier access of BVHType and deduplication for ShadingSystem. Reviewers: dingto, brecht Differential Revision: https://developer.blender.org/D534
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@ -35,6 +35,7 @@
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#include "util_debug.h"
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#include "util_foreach.h"
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#include "util_opengl.h"
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#include "util_types.h"
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CCL_NAMESPACE_BEGIN
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@ -362,19 +363,19 @@ SceneParams BlenderSync::get_scene_params(BL::Scene b_scene, bool background)
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const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
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if(shadingsystem == 0)
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params.shadingsystem = SceneParams::SVM;
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params.shadingsystem = ShadingSystem::SVM;
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else if(shadingsystem == 1)
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params.shadingsystem = SceneParams::OSL;
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params.shadingsystem = ShadingSystem::OSL;
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if(background)
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params.bvh_type = SceneParams::BVH_STATIC;
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params.bvh_type = BVHType::BVH_STATIC;
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else
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params.bvh_type = (SceneParams::BVHType)RNA_enum_get(&cscene, "debug_bvh_type");
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params.bvh_type = (BVHType)RNA_enum_get(&cscene, "debug_bvh_type");
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params.use_bvh_spatial_split = RNA_boolean_get(&cscene, "debug_use_spatial_splits");
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params.use_bvh_cache = (background)? RNA_boolean_get(&cscene, "use_cache"): false;
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if(background && params.shadingsystem != SceneParams::OSL)
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if(background && params.shadingsystem != ShadingSystem::OSL)
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params.persistent_data = r.use_persistent_data();
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else
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params.persistent_data = false;
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@ -511,9 +512,9 @@ SessionParams BlenderSync::get_session_params(BL::RenderEngine b_engine, BL::Use
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const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
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if(shadingsystem == 0)
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params.shadingsystem = SessionParams::SVM;
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params.shadingsystem = ShadingSystem::SVM;
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else if(shadingsystem == 1)
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params.shadingsystem = SessionParams::OSL;
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params.shadingsystem = ShadingSystem::OSL;
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/* color managagement */
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params.display_buffer_linear = GLEW_ARB_half_float_pixel && b_engine.support_display_space_shader(b_scene);
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@ -25,6 +25,7 @@
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#include "util_foreach.h"
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#include "util_map.h"
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#include "util_progress.h"
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#include "util_types.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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@ -388,7 +389,7 @@ void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *sc
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/* prepare for static BVH building */
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/* todo: do before to support getting object level coords? */
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if(scene->params.bvh_type == SceneParams::BVH_STATIC) {
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if(scene->params.bvh_type == BVHType::BVH_STATIC) {
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progress.set_status("Updating Objects", "Applying Static Transformations");
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apply_static_transforms(dscene, scene, object_flag, progress);
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}
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@ -61,7 +61,7 @@ Scene::Scene(const SceneParams& params_, const DeviceInfo& device_info_)
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if(device_info_.type == DEVICE_CPU)
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shader_manager = ShaderManager::create(this, params.shadingsystem);
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else
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shader_manager = ShaderManager::create(this, SceneParams::SVM);
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shader_manager = ShaderManager::create(this, ShadingSystem::SVM);
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/* Extended image limits for CPU and GPUs */
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image_manager->set_extended_image_limits(device_info_);
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@ -120,8 +120,8 @@ public:
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class SceneParams {
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public:
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enum { OSL, SVM } shadingsystem;
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enum BVHType { BVH_DYNAMIC, BVH_STATIC } bvh_type;
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ShadingSystem shadingsystem;
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BVHType bvh_type;
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bool use_bvh_cache;
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bool use_bvh_spatial_split;
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bool use_qbvh;
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@ -24,6 +24,7 @@
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#include "util_progress.h"
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#include "util_stats.h"
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#include "util_thread.h"
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#include "util_types.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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@ -59,7 +60,7 @@ public:
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double reset_timeout;
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double text_timeout;
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enum { OSL, SVM } shadingsystem;
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ShadingSystem shadingsystem;
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SessionParams()
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{
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@ -28,6 +28,7 @@
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#include "tables.h"
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#include "util_foreach.h"
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#include "util_types.h"
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CCL_NAMESPACE_BEGIN
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@ -148,7 +149,7 @@ ShaderManager *ShaderManager::create(Scene *scene, int shadingsystem)
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ShaderManager *manager;
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#ifdef WITH_OSL
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if(shadingsystem == SceneParams::OSL)
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if(shadingsystem == ShadingSystem::OSL)
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manager = new OSLShaderManager();
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else
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#endif
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@ -456,6 +456,15 @@ enum InterpolationType {
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INTERPOLATION_SMART = 3,
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};
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enum ShadingSystem {
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OSL,
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SVM
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};
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enum BVHType {
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BVH_DYNAMIC,
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BVH_STATIC
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};
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/* macros */
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