diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-11-25 11:07:29 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-11-25 11:07:32 +0300 |
commit | 443b159f023a872472d8e61c7270dab472a3d8ee (patch) | |
tree | 011015dbde30f6adc8b95c2710e2e5a5f13ca528 /intern/cycles/render/osl.h | |
parent | de35827612f85511aed50b9f05953ad857fe7e1c (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/osl.h')
-rw-r--r-- | intern/cycles/render/osl.h | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/intern/cycles/render/osl.h b/intern/cycles/render/osl.h index e915f830202..3ff37c56e50 100644 --- a/intern/cycles/render/osl.h +++ b/intern/cycles/render/osl.h @@ -21,6 +21,7 @@ #include "util_string.h" #include "util_thread.h" +#include "graph.h" #include "shader.h" #ifdef WITH_OSL @@ -149,8 +150,8 @@ private: string compatible_name(ShaderNode *node, ShaderInput *input); string compatible_name(ShaderNode *node, ShaderOutput *output); - void find_dependencies(set<ShaderNode*>& dependencies, ShaderInput *input); - void generate_nodes(const set<ShaderNode*>& nodes); + void find_dependencies(ShaderNodeSet& dependencies, ShaderInput *input); + void generate_nodes(const ShaderNodeSet& nodes); #endif void *shadingsys; |