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authorBrecht Van Lommel <brecht@blender.org>2020-10-27 13:40:42 +0300
committerBrecht Van Lommel <brecht@blender.org>2020-10-27 13:40:42 +0300
commit30f626fe4cd62f406468ef0ff2169694424b1a29 (patch)
treed428586cd3a6e689ab1e2f5a4222d1e0eb77ada7 /intern/cycles/blender/blender_sync.h
parent17381c7b90eb3acde53eca013ae5a5a55699f17d (diff)
Revert "Cycles API: encapsulate Node socket members"
This reverts commit 527f8b32b32187f754e5b176db6377736f9cb8ff. It is causing motion blur test failures and crashes in some renders, reverting until this is fixed.
Diffstat (limited to 'intern/cycles/blender/blender_sync.h')
-rw-r--r--intern/cycles/blender/blender_sync.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/intern/cycles/blender/blender_sync.h b/intern/cycles/blender/blender_sync.h
index 1dabab99658..a17db128957 100644
--- a/intern/cycles/blender/blender_sync.h
+++ b/intern/cycles/blender/blender_sync.h
@@ -150,20 +150,20 @@ class BlenderSync {
TaskPool *geom_task_pool);
/* Volume */
- void sync_volume(BL::Object &b_ob, Volume *volume, array<Node *> &used_shaders);
+ void sync_volume(BL::Object &b_ob, Volume *volume, const vector<Shader *> &used_shaders);
/* Mesh */
void sync_mesh(BL::Depsgraph b_depsgraph,
BL::Object b_ob,
Mesh *mesh,
- array<Node *> &used_shaders);
+ const vector<Shader *> &used_shaders);
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,
- array<Node *> &used_shaders);
+ const vector<Shader *> &used_shaders);
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(
@@ -211,7 +211,7 @@ class BlenderSync {
void free_data_after_sync(BL::Depsgraph &b_depsgraph);
/* util */
- void find_shader(BL::ID &id, array<Node *> &used_shaders, Shader *default_shader);
+ void find_shader(BL::ID &id, vector<Shader *> &used_shaders, Shader *default_shader);
bool BKE_object_is_modified(BL::Object &b_ob);
bool object_is_geometry(BL::Object &b_ob);
bool object_is_light(BL::Object &b_ob);