diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-10-30 15:51:17 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-10-30 15:51:17 +0400 |
commit | 0c3d3e5562770586eaa95d6087d190240de5b8f2 (patch) | |
tree | cf72e859a15a12d2bbf5c6129dc7d5f91f384e6e /intern/cycles/render/osl.cpp | |
parent | e09a1bc7cff068484ec43bb3383d4981e998c0cf (diff) |
Cycles: optimization to not compile shaders and load images that are not
used by any mesh/lamp/world.
Diffstat (limited to 'intern/cycles/render/osl.cpp')
-rw-r--r-- | intern/cycles/render/osl.cpp | 9 |
1 files changed, 6 insertions, 3 deletions
diff --git a/intern/cycles/render/osl.cpp b/intern/cycles/render/osl.cpp index 638bfa8634e..4856a8d4e0c 100644 --- a/intern/cycles/render/osl.cpp +++ b/intern/cycles/render/osl.cpp @@ -99,6 +99,9 @@ void OSLShaderManager::device_update(Device *device, DeviceScene *dscene, Scene device_free(device, dscene); + /* determine which shaders are in use */ + device_update_shaders_used(scene); + /* create shaders */ OSLGlobals *og = (OSLGlobals*)device->osl_memory(); @@ -530,7 +533,7 @@ void OSLCompiler::compile(OSLGlobals *og, Shader *shader) shader->has_displacement = false; /* generate surface shader */ - if(graph && output->input("Surface")->link) { + if(shader->used && graph && output->input("Surface")->link) { compile_type(shader, shader->graph, SHADER_TYPE_SURFACE); og->surface_state.push_back(ss->state()); @@ -552,7 +555,7 @@ void OSLCompiler::compile(OSLGlobals *og, Shader *shader) } /* generate volume shader */ - if(graph && output->input("Volume")->link) { + if(shader->used && graph && output->input("Volume")->link) { compile_type(shader, shader->graph, SHADER_TYPE_VOLUME); shader->has_volume = true; @@ -566,7 +569,7 @@ void OSLCompiler::compile(OSLGlobals *og, Shader *shader) } /* generate displacement shader */ - if(graph && output->input("Displacement")->link) { + if(shader->used && graph && output->input("Displacement")->link) { compile_type(shader, shader->graph, SHADER_TYPE_DISPLACEMENT); shader->has_displacement = true; |