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authorAlexander Gavrilov <angavrilov@gmail.com>2020-10-31 19:21:07 +0300
committerAlexander Gavrilov <angavrilov@gmail.com>2020-11-03 16:35:43 +0300
commit91d320edc3cfb30443af4adbcb09bc3d7a609e1d (patch)
tree5fa112217c986e516ff30e3ba95556bc2b94d7ce /intern/cycles/render/mesh.cpp
parent9bc177d8ded4ba498762813a0d5106005fef0e67 (diff)
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
Diffstat (limited to 'intern/cycles/render/mesh.cpp')
-rw-r--r--intern/cycles/render/mesh.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp
index 3015ac5e569..49a737f5b1f 100644
--- a/intern/cycles/render/mesh.cpp
+++ b/intern/cycles/render/mesh.cpp
@@ -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)