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authorPatrick Mours <pmours@nvidia.com>2022-09-09 12:55:35 +0300
committerPatrick Mours <pmours@nvidia.com>2022-09-09 16:35:44 +0300
commitef7c9e793ec5331ac694eec9336565bd2254c406 (patch)
treeca30908bae0bac8c58d18b964af7dc388f9de463 /intern/cycles/scene/osl.cpp
parent291c313f80b4cccc8fcce3035584caeaa654844f (diff)
Cycles: Remove separate OSL attribute map and instead always use SVM attribute map
The SVM attribute map is always generated and uses a simple linear search to lookup by an opaque ID, so can reuse that for OSL as well and simply use the attribute name hash as ID instead of generating a unique value separately. This works for both object and geometry attributes since the SVM attribute map already stores both. Simplifies code somewhat and reduces memory usage slightly. This patch was split from D15902. Differential Revision: https://developer.blender.org/D15918
Diffstat (limited to 'intern/cycles/scene/osl.cpp')
-rw-r--r--intern/cycles/scene/osl.cpp12
1 files changed, 12 insertions, 0 deletions
diff --git a/intern/cycles/scene/osl.cpp b/intern/cycles/scene/osl.cpp
index f5ee0c0f1d3..7c8d9bcd3e2 100644
--- a/intern/cycles/scene/osl.cpp
+++ b/intern/cycles/scene/osl.cpp
@@ -78,6 +78,18 @@ void OSLShaderManager::reset(Scene * /*scene*/)
shading_system_init();
}
+uint64_t OSLShaderManager::get_attribute_id(ustring name)
+{
+ return name.hash();
+}
+
+uint64_t OSLShaderManager::get_attribute_id(AttributeStandard std)
+{
+ /* if standard attribute, use geom: name convention */
+ ustring stdname(string("geom:") + string(Attribute::standard_name(std)));
+ return stdname.hash();
+}
+
void OSLShaderManager::device_update_specific(Device *device,
DeviceScene *dscene,
Scene *scene,