36 if (object->get_geometry()) {
37 foreach (
Node *
node, object->get_geometry()->get_used_shaders()) {
55 const int component_flags = pass_filter &
90 return !object_name.empty();
94 const std::string &object_name_,
98 object_name = object_name_;
132 scene->update_stats->bake.times.add_entry({
"device_update", time});
142 int object_index = 0;
144 const Geometry *geom =
object->get_geometry();
155 need_update_ =
false;
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum type
static CCL_NAMESPACE_BEGIN int aa_samples(Scene *scene, Object *object, ShaderEvalType type)
static int shader_type_to_pass_filter(ShaderEvalType type, int pass_filter)
void set(Scene *scene, const std::string &object_name, ShaderEvalType type, int pass_filter)
void device_free(Device *device, DeviceScene *dscene)
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress)
void tag_update(Scene *scene, uint32_t flag)
static void add(PassType type, vector< Pass > &passes, const char *name=NULL)
#define CCL_NAMESPACE_END
void KERNEL_FUNCTION_FULL_NAME() shader(KernelGlobals *kg, uint4 *input, float4 *output, int type, int filter, int i, int offset, int sample)
@ SHADER_EVAL_TRANSMISSION
@ BAKE_FILTER_TRANSMISSION
vector< Object * > objects
SceneUpdateStats * update_stats