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authorBrecht Van Lommel <brecht@blender.org>2020-03-11 19:49:00 +0300
committerBrecht Van Lommel <brecht@blender.org>2020-03-11 22:35:38 +0300
commitec3eeee46b4885b9167b0dc28d273993d77b8ce6 (patch)
tree9177fb4e62877f7cef35c528f10a0881db6f1316 /intern/cycles/render/shader.h
parent5a169ae2f327f366137b6cefd2da75287f761a4f (diff)
Cycles: add internal default volume shader, to be used for new volume object
This is mostly straightforward, but required some refactoring to ensure that the default volume material does not always turn on the volume feature for GPU rendering.
Diffstat (limited to 'intern/cycles/render/shader.h')
-rw-r--r--intern/cycles/render/shader.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/intern/cycles/render/shader.h b/intern/cycles/render/shader.h
index c6f40bb7833..5a5b42de994 100644
--- a/intern/cycles/render/shader.h
+++ b/intern/cycles/render/shader.h
@@ -163,7 +163,7 @@ class ShaderManager {
public:
bool need_update;
- static ShaderManager *create(Scene *scene, int shadingsystem);
+ static ShaderManager *create(int shadingsystem);
virtual ~ShaderManager();
virtual void reset(Scene *scene) = 0;
@@ -180,7 +180,6 @@ class ShaderManager {
Progress &progress) = 0;
virtual void device_free(Device *device, DeviceScene *dscene, Scene *scene) = 0;
- void device_update_shaders_used(Scene *scene);
void device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
void device_free_common(Device *device, DeviceScene *dscene, Scene *scene);
@@ -196,6 +195,7 @@ class ShaderManager {
static void add_default(Scene *scene);
/* Selective nodes compilation. */
+ void update_shaders_used(Scene *scene);
void get_requested_features(Scene *scene, DeviceRequestedFeatures *requested_features);
static void free_memory();