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Diffstat (limited to 'intern/cycles/render/shader.cpp')
-rw-r--r--intern/cycles/render/shader.cpp60
1 files changed, 21 insertions, 39 deletions
diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp
index 44a48cd2839..59b60904746 100644
--- a/intern/cycles/render/shader.cpp
+++ b/intern/cycles/render/shader.cpp
@@ -16,7 +16,6 @@
#include "device/device.h"
-#include "render/alembic.h"
#include "render/background.h"
#include "render/camera.h"
#include "render/colorspace.h"
@@ -27,6 +26,7 @@
#include "render/nodes.h"
#include "render/object.h"
#include "render/osl.h"
+#include "render/procedural.h"
#include "render/scene.h"
#include "render/shader.h"
#include "render/svm.h"
@@ -218,7 +218,6 @@ Shader::Shader() : Node(get_node_type())
displacement_method = DISPLACE_BUMP;
id = -1;
- used = false;
need_update_uvs = true;
need_update_attribute = true;
@@ -382,8 +381,9 @@ void Shader::tag_used(Scene *scene)
{
/* if an unused shader suddenly gets used somewhere, it needs to be
* recompiled because it was skipped for compilation before */
- if (!used) {
+ if (!reference_count()) {
tag_modified();
+ /* We do not reference here as the shader will be referenced when added to a socket. */
scene->shader_manager->tag_update(scene, ShaderManager::SHADER_MODIFIED);
}
}
@@ -461,52 +461,28 @@ int ShaderManager::get_shader_id(Shader *shader, bool smooth)
return id;
}
-void ShaderManager::update_shaders_used(Scene *scene)
+void ShaderManager::device_update(Device *device,
+ DeviceScene *dscene,
+ Scene *scene,
+ Progress &progress)
{
if (!need_update()) {
return;
}
- /* figure out which shaders are in use, so SVM/OSL can skip compiling them
- * for speed and avoid loading image textures into memory */
uint id = 0;
foreach (Shader *shader, scene->shaders) {
- shader->used = false;
shader->id = id++;
}
- scene->default_surface->used = true;
- scene->default_light->used = true;
- scene->default_background->used = true;
- scene->default_empty->used = true;
+ /* Those shaders should always be compiled as they are used as fallback if a shader cannot be
+ * found, e.g. bad shader index for the triangle shaders on a Mesh. */
+ assert(scene->default_surface->reference_count() != 0);
+ assert(scene->default_light->reference_count() != 0);
+ assert(scene->default_background->reference_count() != 0);
+ assert(scene->default_empty->reference_count() != 0);
- if (scene->background->get_shader())
- scene->background->get_shader()->used = true;
-
-#ifdef WITH_ALEMBIC
- foreach (Procedural *procedural, scene->procedurals) {
- AlembicProcedural *abc_proc = static_cast<AlembicProcedural *>(procedural);
-
- foreach (Node *abc_node, abc_proc->get_objects()) {
- AlembicObject *abc_object = static_cast<AlembicObject *>(abc_node);
-
- foreach (Node *node, abc_object->get_used_shaders()) {
- Shader *shader = static_cast<Shader *>(node);
- shader->used = true;
- }
- }
- }
-#endif
-
- foreach (Geometry *geom, scene->geometry)
- foreach (Node *node, geom->get_used_shaders()) {
- Shader *shader = static_cast<Shader *>(node);
- shader->used = true;
- }
-
- foreach (Light *light, scene->lights)
- if (light->get_shader())
- const_cast<Shader *>(light->get_shader())->used = true;
+ device_update_specific(device, dscene, scene, progress);
}
void ShaderManager::device_update_common(Device *device,
@@ -639,6 +615,7 @@ void ShaderManager::add_default(Scene *scene)
Shader *shader = scene->create_node<Shader>();
shader->name = "default_surface";
shader->set_graph(graph);
+ shader->reference();
scene->default_surface = shader;
shader->tag_update(scene);
}
@@ -657,6 +634,8 @@ void ShaderManager::add_default(Scene *scene)
shader->set_graph(graph);
scene->default_volume = shader;
shader->tag_update(scene);
+ /* No default reference for the volume to avoid compiling volume kernels if there are no actual
+ * volumes in the scene */
}
/* default light */
@@ -673,6 +652,7 @@ void ShaderManager::add_default(Scene *scene)
Shader *shader = scene->create_node<Shader>();
shader->name = "default_light";
shader->set_graph(graph);
+ shader->reference();
scene->default_light = shader;
shader->tag_update(scene);
}
@@ -684,6 +664,7 @@ void ShaderManager::add_default(Scene *scene)
Shader *shader = scene->create_node<Shader>();
shader->name = "default_background";
shader->set_graph(graph);
+ shader->reference();
scene->default_background = shader;
shader->tag_update(scene);
}
@@ -695,6 +676,7 @@ void ShaderManager::add_default(Scene *scene)
Shader *shader = scene->create_node<Shader>();
shader->name = "default_empty";
shader->set_graph(graph);
+ shader->reference();
scene->default_empty = shader;
shader->tag_update(scene);
}
@@ -735,7 +717,7 @@ void ShaderManager::get_requested_features(Scene *scene,
requested_features->nodes_features = 0;
for (int i = 0; i < scene->shaders.size(); i++) {
Shader *shader = scene->shaders[i];
- if (!shader->used) {
+ if (!shader->reference_count()) {
continue;
}