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authorSergey Sharybin <sergey.vfx@gmail.com>2015-11-25 11:07:29 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-11-25 11:07:32 +0300
commit443b159f023a872472d8e61c7270dab472a3d8ee (patch)
tree011015dbde30f6adc8b95c2710e2e5a5f13ca528 /intern/cycles/render/graph.h
parentde35827612f85511aed50b9f05953ad857fe7e1c (diff)
Cycles: Ensure order of shader nodes in the dependnecies set
The issue was than nodes dependencies were stored as set<ShaderNode*> which is actually a so called "strict weak ordered", meaning order of nodes in the set is strictly defined, but based on the ShaderNode pointer. This means that between different render invokations order of original nodes could be different due to different pointers allocated for ShaderNode. This commit makes it so dependencies and maps used for ShaderNodes are based on the node->id which has much more predictable order. It's still possible to trick the system by doing some crazy edits during viewport rendfer and cause difference between viewport and final render stacks. Reviewers: brecht Reviewed By: brecht Subscribers: LazyDodo Differential Revision: https://developer.blender.org/D1630
Diffstat (limited to 'intern/cycles/render/graph.h')
-rw-r--r--intern/cycles/render/graph.h16
1 files changed, 14 insertions, 2 deletions
diff --git a/intern/cycles/render/graph.h b/intern/cycles/render/graph.h
index a2c210f4f60..6ad40720d4c 100644
--- a/intern/cycles/render/graph.h
+++ b/intern/cycles/render/graph.h
@@ -254,6 +254,18 @@ public:
virtual void compile(SVMCompiler& compiler); \
virtual void compile(OSLCompiler& compiler); \
+class ShaderNodeIDComparator
+{
+public:
+ bool operator()(const ShaderNode *n1, const ShaderNode *n2) const
+ {
+ return n1->id < n2->id;
+ }
+};
+
+typedef set<ShaderNode*, ShaderNodeIDComparator> ShaderNodeSet;
+typedef map<ShaderNode*, ShaderNode*, ShaderNodeIDComparator> ShaderNodeMap;
+
/* Graph
*
* Shader graph of nodes. Also does graph manipulations for default inputs,
@@ -290,8 +302,8 @@ public:
protected:
typedef pair<ShaderNode* const, ShaderNode*> NodePair;
- void find_dependencies(set<ShaderNode*>& dependencies, ShaderInput *input);
- void copy_nodes(set<ShaderNode*>& nodes, map<ShaderNode*, ShaderNode*>& nnodemap);
+ void find_dependencies(ShaderNodeSet& dependencies, ShaderInput *input);
+ void copy_nodes(ShaderNodeSet& nodes, ShaderNodeMap& nnodemap);
void break_cycles(ShaderNode *node, vector<bool>& visited, vector<bool>& on_stack);
void clean(Scene *scene);