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authorNathan Letwory <nathan@mcneel.com>2014-05-19 14:49:36 +0400
committerNathan Letwory <nathan@mcneel.com>2014-05-19 15:46:58 +0400
commit0684ac93013681261e8acc5ac6296c5de785d7d8 (patch)
treea0c44d4b6ba118bd56755fae76705ca7e7145123 /intern/cycles/render
parent9a7c4ead3f57052c911570d1b507e1f5229210c8 (diff)
Move ShadingSystem enum to shader.h
Add SHADINGSYSTEM_ to enum member names, so it is clear where they are from. Revert BVHType enum changes, as there's no need for code dedup here.
Diffstat (limited to 'intern/cycles/render')
-rw-r--r--intern/cycles/render/object.cpp2
-rw-r--r--intern/cycles/render/scene.cpp2
-rw-r--r--intern/cycles/render/scene.h5
-rw-r--r--intern/cycles/render/session.h4
-rw-r--r--intern/cycles/render/shader.cpp2
-rw-r--r--intern/cycles/render/shader.h5
6 files changed, 13 insertions, 7 deletions
diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp
index 7b2ffef9b60..7fffafdc857 100644
--- a/intern/cycles/render/object.cpp
+++ b/intern/cycles/render/object.cpp
@@ -389,7 +389,7 @@ void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *sc
/* prepare for static BVH building */
/* todo: do before to support getting object level coords? */
- if(scene->params.bvh_type == BVHType::BVH_STATIC) {
+ if(scene->params.bvh_type == SceneParams::BVH_STATIC) {
progress.set_status("Updating Objects", "Applying Static Transformations");
apply_static_transforms(dscene, scene, object_flag, progress);
}
diff --git a/intern/cycles/render/scene.cpp b/intern/cycles/render/scene.cpp
index 2cb8db5fd27..1192824626a 100644
--- a/intern/cycles/render/scene.cpp
+++ b/intern/cycles/render/scene.cpp
@@ -61,7 +61,7 @@ Scene::Scene(const SceneParams& params_, const DeviceInfo& device_info_)
if(device_info_.type == DEVICE_CPU)
shader_manager = ShaderManager::create(this, params.shadingsystem);
else
- shader_manager = ShaderManager::create(this, ShadingSystem::SVM);
+ shader_manager = ShaderManager::create(this, SHADINGSYSTEM_SVM);
/* Extended image limits for CPU and GPUs */
image_manager->set_extended_image_limits(device_info_);
diff --git a/intern/cycles/render/scene.h b/intern/cycles/render/scene.h
index 94fbbc44d1d..d657e48e478 100644
--- a/intern/cycles/render/scene.h
+++ b/intern/cycles/render/scene.h
@@ -18,6 +18,7 @@
#define __SCENE_H__
#include "image.h"
+#include "shader.h"
#include "device_memory.h"
@@ -121,7 +122,7 @@ public:
class SceneParams {
public:
ShadingSystem shadingsystem;
- BVHType bvh_type;
+ enum BVHType { BVH_DYNAMIC, BVH_STATIC } bvh_type;
bool use_bvh_cache;
bool use_bvh_spatial_split;
bool use_qbvh;
@@ -129,7 +130,7 @@ public:
SceneParams()
{
- shadingsystem = SVM;
+ shadingsystem = SHADINGSYSTEM_SVM;
bvh_type = BVH_DYNAMIC;
use_bvh_cache = false;
use_bvh_spatial_split = false;
diff --git a/intern/cycles/render/session.h b/intern/cycles/render/session.h
index 2d29015863c..4638bb8cc37 100644
--- a/intern/cycles/render/session.h
+++ b/intern/cycles/render/session.h
@@ -19,12 +19,12 @@
#include "buffers.h"
#include "device.h"
+#include "shader.h"
#include "tile.h"
#include "util_progress.h"
#include "util_stats.h"
#include "util_thread.h"
-#include "util_types.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
@@ -81,7 +81,7 @@ public:
reset_timeout = 0.1;
text_timeout = 1.0;
- shadingsystem = SVM;
+ shadingsystem = SHADINGSYSTEM_SVM;
tile_order = TILE_CENTER;
}
diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp
index 14bb810f973..07608a1b4a3 100644
--- a/intern/cycles/render/shader.cpp
+++ b/intern/cycles/render/shader.cpp
@@ -149,7 +149,7 @@ ShaderManager *ShaderManager::create(Scene *scene, int shadingsystem)
ShaderManager *manager;
#ifdef WITH_OSL
- if(shadingsystem == ShadingSystem::OSL)
+ if(shadingsystem == SHADINGSYSTEM_OSL)
manager = new OSLShaderManager();
else
#endif
diff --git a/intern/cycles/render/shader.h b/intern/cycles/render/shader.h
index 874e8face7a..dc18b385cc3 100644
--- a/intern/cycles/render/shader.h
+++ b/intern/cycles/render/shader.h
@@ -39,6 +39,11 @@ class Scene;
class ShaderGraph;
struct float3;
+enum ShadingSystem {
+ SHADINGSYSTEM_OSL,
+ SHADINGSYSTEM_SVM
+};
+
/* Shader describing the appearance of a Mesh, Light or Background.
*
* While there is only a single shader graph, it has three outputs: surface,