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author | Kévin Dietrich <kevin.dietrich@mailoo.org> | 2020-11-04 13:17:38 +0300 |
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committer | Kévin Dietrich <kevin.dietrich@mailoo.org> | 2020-11-04 15:03:33 +0300 |
commit | 31a620b9420cab6292b0aa1ea21c9dd1cf70b8bc (patch) | |
tree | 76cf425e110fe1c78930e54f3b56d24e1485877a /intern/cycles/render/svm.cpp | |
parent | a4a848d01b26ad094dabe0e935dd698847ac8f16 (diff) |
Cycles API: encapsulate Node socket members
This encapsulates Node socket members behind a set of specific methods;
as such it is no longer possible to directly access Node class members
from exporters and parts of Cycles.
The methods are defined via the NODE_SOCKET_API macros in `graph/
node.h`, and are for getting or setting a specific socket's value, as
well as querying or modifying the state of its update flag.
The setters will check whether the value has changed and tag the socket
as modified appropriately. This will let us know how a Node has changed
and what to update, which is the first concrete step toward a more
granular scene update system.
Since the setters will tag the Node sockets as modified when passed
different data, this patch also removes the various modified methods
on Nodes in favor of Node::is_modified which checks the sockets'
update flags status.
Reviewed By: brecht
Maniphest Tasks: T79174
Differential Revision: https://developer.blender.org/D8544
Diffstat (limited to 'intern/cycles/render/svm.cpp')
-rw-r--r-- | intern/cycles/render/svm.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/intern/cycles/render/svm.cpp b/intern/cycles/render/svm.cpp index d66744d06be..b2bc17aec19 100644 --- a/intern/cycles/render/svm.cpp +++ b/intern/cycles/render/svm.cpp @@ -123,8 +123,8 @@ void SVMShaderManager::device_update(Device *device, for (int i = 0; i < num_shaders; i++) { Shader *shader = scene->shaders[i]; - shader->need_update = false; - if (shader->use_mis && shader->has_surface_emission) { + shader->clear_modified(); + if (shader->get_use_mis() && shader->has_surface_emission) { scene->light_manager->need_update = true; } @@ -749,7 +749,7 @@ void SVMCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType ty /* for the bump shader we need add a node to store the shader state */ bool need_bump_state = (type == SHADER_TYPE_BUMP) && - (shader->displacement_method == DISPLACE_BOTH); + (shader->get_displacement_method() == DISPLACE_BOTH); int bump_state_offset = SVM_STACK_INVALID; if (need_bump_state) { bump_state_offset = stack_find_offset(SVM_BUMP_EVAL_STATE_SIZE); @@ -840,7 +840,7 @@ void SVMCompiler::compile(Shader *shader, array<int4> &svm_nodes, int index, Sum const double time_start = time_dt(); - bool has_bump = (shader->displacement_method != DISPLACE_TRUE) && + bool has_bump = (shader->get_displacement_method() != DISPLACE_TRUE) && output->input("Surface")->link && output->input("Displacement")->link; /* finalize */ @@ -849,7 +849,7 @@ void SVMCompiler::compile(Shader *shader, array<int4> &svm_nodes, int index, Sum shader->graph->finalize(scene, has_bump, shader->has_integrator_dependency, - shader->displacement_method == DISPLACE_BOTH); + shader->get_displacement_method() == DISPLACE_BOTH); } current_shader = shader; |