Files
test/intern/cycles/render/scene.cpp
Kévin Dietrich 3bc44233c0 Cycles: use reference count to detect used shaders
Shaders are only compiled if they are used by some other Node (Geometry, Light, etc.).
This usage detection is done before updating the Scene, however it fails at detecting
Shaders used by Procedurals not known to Cycles (e.g. ones defined by third party
applications), as Procedurals are only updated after the shaders are compiled.

To remedy this, we now use the Node reference counting mechanism to detect whether a
Shader is used and therefore should be compiled.

This removes `ShaderManager::update_shaders_used` as it is not needed anymore, however,
since it would also update the Shader ids, this is now performed in
`ShaderManager::device_update`, and a new virtual `device_update_specific` method was
added to handle device updates for SVM and OSL.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D10965
2021-05-03 01:21:12 +02:00

852 lines
25 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <stdlib.h>
#include "bvh/bvh.h"
#include "device/device.h"
#include "render/alembic.h"
#include "render/background.h"
#include "render/bake.h"
#include "render/camera.h"
#include "render/curves.h"
#include "render/film.h"
#include "render/integrator.h"
#include "render/light.h"
#include "render/mesh.h"
#include "render/object.h"
#include "render/osl.h"
#include "render/particles.h"
#include "render/procedural.h"
#include "render/scene.h"
#include "render/session.h"
#include "render/shader.h"
#include "render/svm.h"
#include "render/tables.h"
#include "render/volume.h"
#include "util/util_foreach.h"
#include "util/util_guarded_allocator.h"
#include "util/util_logging.h"
#include "util/util_progress.h"
CCL_NAMESPACE_BEGIN
DeviceScene::DeviceScene(Device *device)
: bvh_nodes(device, "__bvh_nodes", MEM_GLOBAL),
bvh_leaf_nodes(device, "__bvh_leaf_nodes", MEM_GLOBAL),
object_node(device, "__object_node", MEM_GLOBAL),
prim_tri_index(device, "__prim_tri_index", MEM_GLOBAL),
prim_tri_verts(device, "__prim_tri_verts", MEM_GLOBAL),
prim_type(device, "__prim_type", MEM_GLOBAL),
prim_visibility(device, "__prim_visibility", MEM_GLOBAL),
prim_index(device, "__prim_index", MEM_GLOBAL),
prim_object(device, "__prim_object", MEM_GLOBAL),
prim_time(device, "__prim_time", MEM_GLOBAL),
tri_shader(device, "__tri_shader", MEM_GLOBAL),
tri_vnormal(device, "__tri_vnormal", MEM_GLOBAL),
tri_vindex(device, "__tri_vindex", MEM_GLOBAL),
tri_patch(device, "__tri_patch", MEM_GLOBAL),
tri_patch_uv(device, "__tri_patch_uv", MEM_GLOBAL),
curves(device, "__curves", MEM_GLOBAL),
curve_keys(device, "__curve_keys", MEM_GLOBAL),
patches(device, "__patches", MEM_GLOBAL),
objects(device, "__objects", MEM_GLOBAL),
object_motion_pass(device, "__object_motion_pass", MEM_GLOBAL),
object_motion(device, "__object_motion", MEM_GLOBAL),
object_flag(device, "__object_flag", MEM_GLOBAL),
object_volume_step(device, "__object_volume_step", MEM_GLOBAL),
camera_motion(device, "__camera_motion", MEM_GLOBAL),
attributes_map(device, "__attributes_map", MEM_GLOBAL),
attributes_float(device, "__attributes_float", MEM_GLOBAL),
attributes_float2(device, "__attributes_float2", MEM_GLOBAL),
attributes_float3(device, "__attributes_float3", MEM_GLOBAL),
attributes_uchar4(device, "__attributes_uchar4", MEM_GLOBAL),
light_distribution(device, "__light_distribution", MEM_GLOBAL),
lights(device, "__lights", MEM_GLOBAL),
light_background_marginal_cdf(device, "__light_background_marginal_cdf", MEM_GLOBAL),
light_background_conditional_cdf(device, "__light_background_conditional_cdf", MEM_GLOBAL),
particles(device, "__particles", MEM_GLOBAL),
svm_nodes(device, "__svm_nodes", MEM_GLOBAL),
shaders(device, "__shaders", MEM_GLOBAL),
lookup_table(device, "__lookup_table", MEM_GLOBAL),
sample_pattern_lut(device, "__sample_pattern_lut", MEM_GLOBAL),
ies_lights(device, "__ies", MEM_GLOBAL)
{
memset((void *)&data, 0, sizeof(data));
}
Scene::Scene(const SceneParams &params_, Device *device)
: name("Scene"),
bvh(NULL),
default_surface(NULL),
default_volume(NULL),
default_light(NULL),
default_background(NULL),
default_empty(NULL),
device(device),
dscene(device),
params(params_),
update_stats(NULL),
kernels_loaded(false),
/* TODO(sergey): Check if it's indeed optimal value for the split kernel. */
max_closure_global(1)
{
memset((void *)&dscene.data, 0, sizeof(dscene.data));
/* OSL only works on the CPU */
if (device->info.has_osl)
shader_manager = ShaderManager::create(params.shadingsystem);
else
shader_manager = ShaderManager::create(SHADINGSYSTEM_SVM);
light_manager = new LightManager();
geometry_manager = new GeometryManager();
object_manager = new ObjectManager();
image_manager = new ImageManager(device->info);
particle_system_manager = new ParticleSystemManager();
bake_manager = new BakeManager();
procedural_manager = new ProceduralManager();
/* Create nodes after managers, since create_node() can tag the managers. */
camera = create_node<Camera>();
dicing_camera = create_node<Camera>();
lookup_tables = new LookupTables();
film = create_node<Film>();
background = create_node<Background>();
integrator = create_node<Integrator>();
film->add_default(this);
shader_manager->add_default(this);
}
Scene::~Scene()
{
free_memory(true);
}
void Scene::free_memory(bool final)
{
delete bvh;
bvh = NULL;
/* The order of deletion is important to make sure data is freed based on possible dependencies
* as the Nodes' reference counts are decremented in the destructors:
*
* - Procedurals can create and hold pointers to any other types.
* - Objects can hold pointers to Geometries and ParticleSystems
* - Lights and Geometries can hold pointers to Shaders.
*
* Similarly, we first delete all nodes and their associated device data, and then the managers
* and their associated device data.
*/
foreach (Procedural *p, procedurals)
delete p;
foreach (Object *o, objects)
delete o;
foreach (Geometry *g, geometry)
delete g;
foreach (ParticleSystem *p, particle_systems)
delete p;
foreach (Light *l, lights)
delete l;
geometry.clear();
objects.clear();
lights.clear();
particle_systems.clear();
procedurals.clear();
if (device) {
camera->device_free(device, &dscene, this);
film->device_free(device, &dscene, this);
background->device_free(device, &dscene);
integrator->device_free(device, &dscene, true);
}
if (final) {
delete camera;
delete dicing_camera;
delete film;
delete background;
delete integrator;
}
/* Delete Shaders after every other nodes to ensure that we do not try to decrement the reference
* count on some dangling pointer. */
foreach (Shader *s, shaders)
delete s;
shaders.clear();
/* Now that all nodes have been deleted, we can safely delete managers and device data. */
if (device) {
object_manager->device_free(device, &dscene, true);
geometry_manager->device_free(device, &dscene, true);
shader_manager->device_free(device, &dscene, this);
light_manager->device_free(device, &dscene);
particle_system_manager->device_free(device, &dscene);
bake_manager->device_free(device, &dscene);
if (final)
image_manager->device_free(device);
else
image_manager->device_free_builtin(device);
lookup_tables->device_free(device, &dscene);
}
if (final) {
delete lookup_tables;
delete object_manager;
delete geometry_manager;
delete shader_manager;
delete light_manager;
delete particle_system_manager;
delete image_manager;
delete bake_manager;
delete update_stats;
delete procedural_manager;
}
}
void Scene::device_update(Device *device_, Progress &progress)
{
if (!device)
device = device_;
bool print_stats = need_data_update();
if (update_stats) {
update_stats->clear();
}
scoped_callback_timer timer([this, print_stats](double time) {
if (update_stats) {
update_stats->scene.times.add_entry({"device_update", time});
if (print_stats) {
printf("Update statistics:\n%s\n", update_stats->full_report().c_str());
}
}
});
/* The order of updates is important, because there's dependencies between
* the different managers, using data computed by previous managers.
*
* - Image manager uploads images used by shaders.
* - Camera may be used for adaptive subdivision.
* - Displacement shader must have all shader data available.
* - Light manager needs lookup tables and final mesh data to compute emission CDF.
* - Film needs light manager to run for use_light_visibility
* - Lookup tables are done a second time to handle film tables
*/
progress.set_status("Updating Shaders");
shader_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error())
return;
procedural_manager->update(this, progress);
if (progress.get_cancel())
return;
progress.set_status("Updating Background");
background->device_update(device, &dscene, this);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Camera");
camera->device_update(device, &dscene, this);
if (progress.get_cancel() || device->have_error())
return;
geometry_manager->device_update_preprocess(device, this, progress);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Objects");
object_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Particle Systems");
particle_system_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Meshes");
geometry_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Objects Flags");
object_manager->device_update_flags(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Images");
image_manager->device_update(device, this, progress);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Camera Volume");
camera->device_update_volume(device, &dscene, this);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Lookup Tables");
lookup_tables->device_update(device, &dscene, this);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Lights");
light_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Integrator");
integrator->device_update(device, &dscene, this);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Film");
film->device_update(device, &dscene, this);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Lookup Tables");
lookup_tables->device_update(device, &dscene, this);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Baking");
bake_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error())
return;
if (device->have_error() == false) {
progress.set_status("Updating Device", "Writing constant memory");
device->const_copy_to("__data", &dscene.data, sizeof(dscene.data));
}
if (print_stats) {
size_t mem_used = util_guarded_get_mem_used();
size_t mem_peak = util_guarded_get_mem_peak();
VLOG(1) << "System memory statistics after full device sync:\n"
<< " Usage: " << string_human_readable_number(mem_used) << " ("
<< string_human_readable_size(mem_used) << ")\n"
<< " Peak: " << string_human_readable_number(mem_peak) << " ("
<< string_human_readable_size(mem_peak) << ")";
}
}
Scene::MotionType Scene::need_motion()
{
if (integrator->get_motion_blur())
return MOTION_BLUR;
else if (Pass::contains(passes, PASS_MOTION))
return MOTION_PASS;
else
return MOTION_NONE;
}
float Scene::motion_shutter_time()
{
if (need_motion() == Scene::MOTION_PASS)
return 2.0f;
else
return camera->get_shuttertime();
}
bool Scene::need_global_attribute(AttributeStandard std)
{
if (std == ATTR_STD_UV)
return Pass::contains(passes, PASS_UV);
else if (std == ATTR_STD_MOTION_VERTEX_POSITION)
return need_motion() != MOTION_NONE;
else if (std == ATTR_STD_MOTION_VERTEX_NORMAL)
return need_motion() == MOTION_BLUR;
return false;
}
void Scene::need_global_attributes(AttributeRequestSet &attributes)
{
for (int std = ATTR_STD_NONE; std < ATTR_STD_NUM; std++)
if (need_global_attribute((AttributeStandard)std))
attributes.add((AttributeStandard)std);
}
bool Scene::need_update()
{
return (need_reset() || film->is_modified());
}
bool Scene::need_data_update()
{
return (background->is_modified() || image_manager->need_update() ||
object_manager->need_update() || geometry_manager->need_update() ||
light_manager->need_update() || lookup_tables->need_update() ||
integrator->is_modified() || shader_manager->need_update() ||
particle_system_manager->need_update() || bake_manager->need_update() ||
film->is_modified() || procedural_manager->need_update());
}
bool Scene::need_reset()
{
return need_data_update() || camera->is_modified();
}
void Scene::reset()
{
shader_manager->reset(this);
shader_manager->add_default(this);
/* ensure all objects are updated */
camera->tag_modified();
dicing_camera->tag_modified();
film->tag_modified();
background->tag_modified();
background->tag_update(this);
integrator->tag_update(this, Integrator::UPDATE_ALL);
object_manager->tag_update(this, ObjectManager::UPDATE_ALL);
geometry_manager->tag_update(this, GeometryManager::UPDATE_ALL);
light_manager->tag_update(this, LightManager::UPDATE_ALL);
particle_system_manager->tag_update(this);
procedural_manager->tag_update();
}
void Scene::device_free()
{
free_memory(false);
}
void Scene::collect_statistics(RenderStats *stats)
{
geometry_manager->collect_statistics(this, stats);
image_manager->collect_statistics(stats);
}
void Scene::enable_update_stats()
{
if (!update_stats) {
update_stats = new SceneUpdateStats();
}
}
DeviceRequestedFeatures Scene::get_requested_device_features()
{
DeviceRequestedFeatures requested_features;
shader_manager->get_requested_features(this, &requested_features);
/* This features are not being tweaked as often as shaders,
* so could be done selective magic for the viewport as well.
*/
bool use_motion = need_motion() == Scene::MotionType::MOTION_BLUR;
requested_features.use_hair = false;
requested_features.use_hair_thick = (params.hair_shape == CURVE_THICK);
requested_features.use_object_motion = false;
requested_features.use_camera_motion = use_motion && camera->use_motion();
foreach (Object *object, objects) {
Geometry *geom = object->get_geometry();
if (use_motion) {
requested_features.use_object_motion |= object->use_motion() | geom->get_use_motion_blur();
requested_features.use_camera_motion |= geom->get_use_motion_blur();
}
if (object->get_is_shadow_catcher()) {
requested_features.use_shadow_tricks = true;
}
if (geom->is_mesh()) {
Mesh *mesh = static_cast<Mesh *>(geom);
#ifdef WITH_OPENSUBDIV
if (mesh->get_subdivision_type() != Mesh::SUBDIVISION_NONE) {
requested_features.use_patch_evaluation = true;
}
#endif
requested_features.use_true_displacement |= mesh->has_true_displacement();
}
else if (geom->is_hair()) {
requested_features.use_hair = true;
}
}
requested_features.use_background_light = light_manager->has_background_light(this);
requested_features.use_baking = bake_manager->get_baking();
requested_features.use_integrator_branched = (integrator->get_method() ==
Integrator::BRANCHED_PATH);
if (film->get_denoising_data_pass()) {
requested_features.use_denoising = true;
requested_features.use_shadow_tricks = true;
}
return requested_features;
}
bool Scene::update(Progress &progress, bool &kernel_switch_needed)
{
/* update scene */
if (need_update()) {
/* Update max_closures. */
KernelIntegrator *kintegrator = &dscene.data.integrator;
if (params.background) {
kintegrator->max_closures = get_max_closure_count();
}
else {
/* Currently viewport render is faster with higher max_closures, needs investigating. */
kintegrator->max_closures = MAX_CLOSURE;
}
/* Load render kernels, before device update where we upload data to the GPU. */
bool new_kernels_needed = load_kernels(progress, false);
progress.set_status("Updating Scene");
MEM_GUARDED_CALL(&progress, device_update, device, progress);
DeviceKernelStatus kernel_switch_status = device->get_active_kernel_switch_state();
kernel_switch_needed = kernel_switch_status == DEVICE_KERNEL_FEATURE_KERNEL_AVAILABLE ||
kernel_switch_status == DEVICE_KERNEL_FEATURE_KERNEL_INVALID;
if (kernel_switch_status == DEVICE_KERNEL_WAITING_FOR_FEATURE_KERNEL) {
progress.set_kernel_status("Compiling render kernels");
}
if (new_kernels_needed || kernel_switch_needed) {
progress.set_kernel_status("Compiling render kernels");
device->wait_for_availability(loaded_kernel_features);
progress.set_kernel_status("");
}
return true;
}
return false;
}
bool Scene::load_kernels(Progress &progress, bool lock_scene)
{
thread_scoped_lock scene_lock;
if (lock_scene) {
scene_lock = thread_scoped_lock(mutex);
}
DeviceRequestedFeatures requested_features = get_requested_device_features();
if (!kernels_loaded || loaded_kernel_features.modified(requested_features)) {
progress.set_status("Loading render kernels (may take a few minutes the first time)");
scoped_timer timer;
VLOG(2) << "Requested features:\n" << requested_features;
if (!device->load_kernels(requested_features)) {
string message = device->error_message();
if (message.empty())
message = "Failed loading render kernel, see console for errors";
progress.set_error(message);
progress.set_status(message);
progress.set_update();
return false;
}
progress.add_skip_time(timer, false);
VLOG(1) << "Total time spent loading kernels: " << time_dt() - timer.get_start();
kernels_loaded = true;
loaded_kernel_features = requested_features;
return true;
}
return false;
}
int Scene::get_max_closure_count()
{
if (shader_manager->use_osl()) {
/* OSL always needs the maximum as we can't predict the
* number of closures a shader might generate. */
return MAX_CLOSURE;
}
int max_closures = 0;
for (int i = 0; i < shaders.size(); i++) {
Shader *shader = shaders[i];
if (shader->reference_count()) {
int num_closures = shader->graph->get_num_closures();
max_closures = max(max_closures, num_closures);
}
}
max_closure_global = max(max_closure_global, max_closures);
if (max_closure_global > MAX_CLOSURE) {
/* This is usually harmless as more complex shader tend to get many
* closures discarded due to mixing or low weights. We need to limit
* to MAX_CLOSURE as this is hardcoded in CPU/mega kernels, and it
* avoids excessive memory usage for split kernels. */
VLOG(2) << "Maximum number of closures exceeded: " << max_closure_global << " > "
<< MAX_CLOSURE;
max_closure_global = MAX_CLOSURE;
}
return max_closure_global;
}
template<> Light *Scene::create_node<Light>()
{
Light *node = new Light();
node->set_owner(this);
lights.push_back(node);
light_manager->tag_update(this, LightManager::LIGHT_ADDED);
return node;
}
template<> Mesh *Scene::create_node<Mesh>()
{
Mesh *node = new Mesh();
node->set_owner(this);
geometry.push_back(node);
geometry_manager->tag_update(this, GeometryManager::MESH_ADDED);
return node;
}
template<> Hair *Scene::create_node<Hair>()
{
Hair *node = new Hair();
node->set_owner(this);
geometry.push_back(node);
geometry_manager->tag_update(this, GeometryManager::HAIR_ADDED);
return node;
}
template<> Volume *Scene::create_node<Volume>()
{
Volume *node = new Volume();
node->set_owner(this);
geometry.push_back(node);
geometry_manager->tag_update(this, GeometryManager::MESH_ADDED);
return node;
}
template<> Object *Scene::create_node<Object>()
{
Object *node = new Object();
node->set_owner(this);
objects.push_back(node);
object_manager->tag_update(this, ObjectManager::OBJECT_ADDED);
return node;
}
template<> ParticleSystem *Scene::create_node<ParticleSystem>()
{
ParticleSystem *node = new ParticleSystem();
node->set_owner(this);
particle_systems.push_back(node);
particle_system_manager->tag_update(this);
return node;
}
template<> Shader *Scene::create_node<Shader>()
{
Shader *node = new Shader();
node->set_owner(this);
shaders.push_back(node);
shader_manager->tag_update(this, ShaderManager::SHADER_ADDED);
return node;
}
template<> AlembicProcedural *Scene::create_node<AlembicProcedural>()
{
#ifdef WITH_ALEMBIC
AlembicProcedural *node = new AlembicProcedural();
node->set_owner(this);
procedurals.push_back(node);
procedural_manager->tag_update();
return node;
#else
return nullptr;
#endif
}
template<typename T> void delete_node_from_array(vector<T> &nodes, T node)
{
for (size_t i = 0; i < nodes.size(); ++i) {
if (nodes[i] == node) {
std::swap(nodes[i], nodes[nodes.size() - 1]);
break;
}
}
nodes.resize(nodes.size() - 1);
delete node;
}
template<> void Scene::delete_node_impl(Light *node)
{
delete_node_from_array(lights, node);
light_manager->tag_update(this, LightManager::LIGHT_REMOVED);
}
template<> void Scene::delete_node_impl(Mesh *node)
{
delete_node_from_array(geometry, static_cast<Geometry *>(node));
geometry_manager->tag_update(this, GeometryManager::MESH_REMOVED);
}
template<> void Scene::delete_node_impl(Hair *node)
{
delete_node_from_array(geometry, static_cast<Geometry *>(node));
geometry_manager->tag_update(this, GeometryManager::HAIR_REMOVED);
}
template<> void Scene::delete_node_impl(Volume *node)
{
delete_node_from_array(geometry, static_cast<Geometry *>(node));
geometry_manager->tag_update(this, GeometryManager::MESH_REMOVED);
}
template<> void Scene::delete_node_impl(Geometry *node)
{
uint flag;
if (node->is_hair()) {
flag = GeometryManager::HAIR_REMOVED;
}
else {
flag = GeometryManager::MESH_REMOVED;
}
delete_node_from_array(geometry, node);
geometry_manager->tag_update(this, flag);
}
template<> void Scene::delete_node_impl(Object *node)
{
delete_node_from_array(objects, node);
object_manager->tag_update(this, ObjectManager::OBJECT_REMOVED);
}
template<> void Scene::delete_node_impl(ParticleSystem *node)
{
delete_node_from_array(particle_systems, node);
particle_system_manager->tag_update(this);
}
template<> void Scene::delete_node_impl(Shader *shader)
{
/* don't delete unused shaders, not supported */
shader->clear_reference_count();
}
template<> void Scene::delete_node_impl(Procedural *node)
{
delete_node_from_array(procedurals, node);
procedural_manager->tag_update();
}
template<> void Scene::delete_node_impl(AlembicProcedural *node)
{
#ifdef WITH_ALEMBIC
delete_node_impl(static_cast<Procedural *>(node));
#else
(void)node;
#endif
}
template<typename T>
static void remove_nodes_in_set(const set<T *> &nodes_set,
vector<T *> &nodes_array,
const NodeOwner *owner)
{
size_t new_size = nodes_array.size();
for (size_t i = 0; i < new_size; ++i) {
T *node = nodes_array[i];
if (nodes_set.find(node) != nodes_set.end()) {
std::swap(nodes_array[i], nodes_array[new_size - 1]);
assert(node->get_owner() == owner);
delete node;
i -= 1;
new_size -= 1;
}
}
nodes_array.resize(new_size);
(void)owner;
}
template<> void Scene::delete_nodes(const set<Light *> &nodes, const NodeOwner *owner)
{
remove_nodes_in_set(nodes, lights, owner);
light_manager->tag_update(this, LightManager::LIGHT_REMOVED);
}
template<> void Scene::delete_nodes(const set<Geometry *> &nodes, const NodeOwner *owner)
{
remove_nodes_in_set(nodes, geometry, owner);
geometry_manager->tag_update(this, GeometryManager::GEOMETRY_REMOVED);
}
template<> void Scene::delete_nodes(const set<Object *> &nodes, const NodeOwner *owner)
{
remove_nodes_in_set(nodes, objects, owner);
object_manager->tag_update(this, ObjectManager::OBJECT_REMOVED);
}
template<> void Scene::delete_nodes(const set<ParticleSystem *> &nodes, const NodeOwner *owner)
{
remove_nodes_in_set(nodes, particle_systems, owner);
particle_system_manager->tag_update(this);
}
template<> void Scene::delete_nodes(const set<Shader *> &nodes, const NodeOwner * /*owner*/)
{
/* don't delete unused shaders, not supported */
for (Shader *shader : nodes) {
shader->clear_reference_count();
}
}
template<> void Scene::delete_nodes(const set<Procedural *> &nodes, const NodeOwner *owner)
{
remove_nodes_in_set(nodes, procedurals, owner);
procedural_manager->tag_update();
}
CCL_NAMESPACE_END