diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-10-21 02:09:59 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-10-24 02:25:19 +0300 |
commit | 070a668d04844610059aaedc80c49e9038fd1779 (patch) | |
tree | cad5c64972e45b4ee19cc8e11cdd9adedd7a2f08 /intern/cycles/render/scene.cpp | |
parent | aa8b4c5d8124c0379eeee9eacd1a0887a573d7d7 (diff) |
Code refactor: move more memory allocation logic into device API.
* Remove tex_* and pixels_* functions, replace by mem_*.
* Add MEM_TEXTURE and MEM_PIXELS as memory types recognized by devices.
* No longer create device_memory and call mem_* directly, always go
through device_only_memory, device_vector and device_pixels.
Diffstat (limited to 'intern/cycles/render/scene.cpp')
-rw-r--r-- | intern/cycles/render/scene.cpp | 68 |
1 files changed, 34 insertions, 34 deletions
diff --git a/intern/cycles/render/scene.cpp b/intern/cycles/render/scene.cpp index e362a35471d..260a325206c 100644 --- a/intern/cycles/render/scene.cpp +++ b/intern/cycles/render/scene.cpp @@ -41,40 +41,40 @@ CCL_NAMESPACE_BEGIN DeviceScene::DeviceScene(Device *device) -: bvh_nodes(device, "__bvh_nodes"), - bvh_leaf_nodes(device, "__bvh_leaf_nodes"), - object_node(device, "__object_node"), - prim_tri_index(device, "__prim_tri_index"), - prim_tri_verts(device, "__prim_tri_verts"), - prim_type(device, "__prim_type"), - prim_visibility(device, "__prim_visibility"), - prim_index(device, "__prim_index"), - prim_object(device, "__prim_object"), - prim_time(device, "__prim_time"), - tri_shader(device, "__tri_shader"), - tri_vnormal(device, "__tri_vnormal"), - tri_vindex(device, "__tri_vindex"), - tri_patch(device, "__tri_patch"), - tri_patch_uv(device, "__tri_patch_uv"), - curves(device, "__curves"), - curve_keys(device, "__curve_keys"), - patches(device, "__patches"), - objects(device, "__objects"), - objects_vector(device, "__objects_vector"), - attributes_map(device, "__attributes_map"), - attributes_float(device, "__attributes_float"), - attributes_float3(device, "__attributes_float3"), - attributes_uchar4(device, "__attributes_uchar4"), - light_distribution(device, "__light_distribution"), - light_data(device, "__light_data"), - light_background_marginal_cdf(device, "__light_background_marginal_cdf"), - light_background_conditional_cdf(device, "__light_background_conditional_cdf"), - particles(device, "__particles"), - svm_nodes(device, "__svm_nodes"), - shader_flag(device, "__shader_flag"), - object_flag(device, "__object_flag"), - lookup_table(device, "__lookup_table"), - sobol_directions(device, "__sobol_directions") +: bvh_nodes(device, "__bvh_nodes", MEM_TEXTURE), + bvh_leaf_nodes(device, "__bvh_leaf_nodes", MEM_TEXTURE), + object_node(device, "__object_node", MEM_TEXTURE), + prim_tri_index(device, "__prim_tri_index", MEM_TEXTURE), + prim_tri_verts(device, "__prim_tri_verts", MEM_TEXTURE), + prim_type(device, "__prim_type", MEM_TEXTURE), + prim_visibility(device, "__prim_visibility", MEM_TEXTURE), + prim_index(device, "__prim_index", MEM_TEXTURE), + prim_object(device, "__prim_object", MEM_TEXTURE), + prim_time(device, "__prim_time", MEM_TEXTURE), + tri_shader(device, "__tri_shader", MEM_TEXTURE), + tri_vnormal(device, "__tri_vnormal", MEM_TEXTURE), + tri_vindex(device, "__tri_vindex", MEM_TEXTURE), + tri_patch(device, "__tri_patch", MEM_TEXTURE), + tri_patch_uv(device, "__tri_patch_uv", MEM_TEXTURE), + curves(device, "__curves", MEM_TEXTURE), + curve_keys(device, "__curve_keys", MEM_TEXTURE), + patches(device, "__patches", MEM_TEXTURE), + objects(device, "__objects", MEM_TEXTURE), + objects_vector(device, "__objects_vector", MEM_TEXTURE), + attributes_map(device, "__attributes_map", MEM_TEXTURE), + attributes_float(device, "__attributes_float", MEM_TEXTURE), + attributes_float3(device, "__attributes_float3", MEM_TEXTURE), + attributes_uchar4(device, "__attributes_uchar4", MEM_TEXTURE), + light_distribution(device, "__light_distribution", MEM_TEXTURE), + light_data(device, "__light_data", MEM_TEXTURE), + light_background_marginal_cdf(device, "__light_background_marginal_cdf", MEM_TEXTURE), + light_background_conditional_cdf(device, "__light_background_conditional_cdf", MEM_TEXTURE), + particles(device, "__particles", MEM_TEXTURE), + svm_nodes(device, "__svm_nodes", MEM_TEXTURE), + shader_flag(device, "__shader_flag", MEM_TEXTURE), + object_flag(device, "__object_flag", MEM_TEXTURE), + lookup_table(device, "__lookup_table", MEM_TEXTURE), + sobol_directions(device, "__sobol_directions", MEM_TEXTURE) { memset(&data, 0, sizeof(data)); } |