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Diffstat (limited to 'intern/cycles/render/shader.cpp')
-rw-r--r--intern/cycles/render/shader.cpp33
1 files changed, 33 insertions, 0 deletions
diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp
index fae1d6bd81c..17f7fbd43d6 100644
--- a/intern/cycles/render/shader.cpp
+++ b/intern/cycles/render/shader.cpp
@@ -49,6 +49,8 @@ Shader::Shader()
has_volume = false;
has_displacement = false;
+ used = false;
+
need_update = true;
need_update_attributes = true;
}
@@ -98,6 +100,16 @@ void Shader::tag_update(Scene *scene)
}
}
+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) {
+ need_update = true;
+ scene->shader_manager->need_update = true;
+ }
+}
+
/* Shader Manager */
ShaderManager::ShaderManager()
@@ -161,6 +173,27 @@ int ShaderManager::get_shader_id(uint shader, Mesh *mesh, bool smooth)
return id;
}
+void ShaderManager::device_update_shaders_used(Scene *scene)
+{
+ /* figure out which shaders are in use, so SVM/OSL can skip compiling them
+ * for speed and avoid loading image textures into memory */
+ foreach(Shader *shader, scene->shaders)
+ shader->used = false;
+
+ scene->shaders[scene->default_surface]->used = true;
+ scene->shaders[scene->default_light]->used = true;
+ scene->shaders[scene->default_background]->used = true;
+ scene->shaders[scene->default_holdout]->used = true;
+ scene->shaders[scene->default_empty]->used = true;
+
+ foreach(Mesh *mesh, scene->meshes)
+ foreach(uint shader, mesh->used_shaders)
+ scene->shaders[shader]->used = true;
+
+ foreach(Light *light, scene->lights)
+ scene->shaders[light->shader]->used = true;
+}
+
void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
device_free_common(device, dscene);