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sfriedmapixarlgritz
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fix: make backfacing shadeop indicate backfacing shader-global is needed (#1827)
The backfacing shadeop now directly accesses the backfacing field on the shader globals rather than calculating it from N and I. This updates the shader-globals-needed query to reflect that change. Signed-off-by: Stephen Friedman <[email protected]>
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2 files changed

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-3
lines changed

2 files changed

+2
-3
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src/liboslexec/runtimeoptimize.cpp

Lines changed: 1 addition & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -3353,8 +3353,7 @@ RuntimeOptimizer::run()
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m_unknown_closures_needed = true;
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}
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} else if (op.opname() == u_backfacing) {
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m_globals_needed.insert(u_N);
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m_globals_needed.insert(u_I);
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m_globals_needed.insert(u_backfacing);
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} else if (op.opname() == u_calculatenormal) {
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m_globals_needed.insert(u_flipHandedness);
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} else if (op.opname() == u_getattribute) {
Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,2 +1,2 @@
1-
Need 2 globals: I N
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Need 1 globals: backfacing
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Need 2 globals: P flipHandedness

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