diff options
author | Brecht Van Lommel <brecht@blender.org> | 2020-10-27 13:40:42 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2020-10-27 13:40:42 +0300 |
commit | 30f626fe4cd62f406468ef0ff2169694424b1a29 (patch) | |
tree | d428586cd3a6e689ab1e2f5a4222d1e0eb77ada7 /intern/cycles/blender/blender_sync.h | |
parent | 17381c7b90eb3acde53eca013ae5a5a55699f17d (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.h | 8 |
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); |