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https://github.com/blender/blender
synced 2026-09-29 04:37:17 +03:00
Cleanup: Cycles: Fix some mistakes in error messages and comments
These issues were introduced in527f9ea306and41a27b4eed. Pull Request: https://projects.blender.org/blender/blender/pulls/163579
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976ca9d244
commit
3edfd6e396
5 changed files with 28 additions and 29 deletions
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@ -94,7 +94,7 @@ blender::gpu::Shader *BlenderDisplaySpaceShader::get_shader_program()
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/* Higher level representation of a texture from the graphics library. */
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class DisplayGPUTexture {
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public:
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/* Global counter for all allocated blender::GPUTextures used by instances of this class. */
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/* Global counter for all allocated GPUTextures used by instances of this class. */
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static inline std::atomic<int> num_used = 0;
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DisplayGPUTexture() = default;
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@ -176,7 +176,7 @@ class DisplayGPUTexture {
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--num_used;
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}
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/* Texture resource allocated by the blender::GPU module.
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/* Texture resource allocated by the GPU module.
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*
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* NOTE: Allocated on the render engine's context. */
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blender::gpu::Texture *gpu_texture = nullptr;
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@ -197,7 +197,7 @@ class DisplayGPUTexture {
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/* Higher level representation of a Pixel Buffer Object (PBO) from the graphics library. */
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class DisplayGPUPixelBuffer {
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public:
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/* Global counter for all allocated blender::GPU module PBOs used by instances of this class. */
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/* Global counter for all allocated GPU module PBOs used by instances of this class. */
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static inline std::atomic<int> num_used = 0;
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DisplayGPUPixelBuffer() = default;
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@ -281,7 +281,7 @@ class DisplayGPUPixelBuffer {
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--num_used;
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}
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/* Pixel Buffer Object allocated by the blender::GPU module.
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/* Pixel Buffer Object allocated by the GPU module.
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*
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* NOTE: Allocated on the render engine's context. */
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blender::GPUPixelBuffer *gpu_pixel_buffer = nullptr;
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@ -442,7 +442,7 @@ bool BlenderDisplayDriver::update_begin(const Params ¶ms,
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* at a resolution divider 1. This was we don't need to recreate graphics interoperability
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* objects which are costly and which are tied to the specific underlying buffer size.
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* The downside of this approach is that when graphics interoperability is not used we are
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* sending too much data to blender::GPU when resolution divider is not 1. */
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* sending too much data to GPU when resolution divider is not 1. */
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/* TODO(sergey): Investigate whether keeping the PBO exact size of the texture makes non-interop
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* mode faster. */
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const int buffer_width = params.size.x;
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@ -496,17 +496,16 @@ void BlenderDisplayDriver::update_end()
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*
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* This allows to ensure that the unpacking happens while resources like graphics interop (which
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* lifetime is outside of control of the display driver) are still valid, as well as allows to
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* move the tile from being current to finished blender::immediately after this call.
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* move the tile from being current to finished immediately after this call.
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*
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* One concern with this approach is that if the update happens more often than drawing then
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* doing the unpack here occupies blender::GPU transfer for no good reason. However, the render
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* scheduler takes care of ensuring updates don't happen that often. In regular applications
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* redraw will happen much more often than this update.
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* doing the unpack here occupies GPU transfer for no good reason. However, the render scheduler
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* takes care of ensuring updates don't happen that often. In regular applications redraw will
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* happen much more often than this update.
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*
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* On some older blender::GPUs on macOS, there is a driver crash when updating the texture for
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* viewport renders while Blender is drawing. As a workaround update texture during draw, under
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* assumption that there is no graphics interop on macOS and viewport render has a single tile.
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*/
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* On some older GPUs on macOS, there is a driver crash when updating the texture for viewport
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* renders while Blender is drawing. As a workaround update texture during draw, under assumption
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* that there is no graphics interop on macOS and viewport render has a single tile. */
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if (!background_ && blender::GPU_type_matches_ex(blender::GPU_DEVICE_NVIDIA,
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blender::GPU_OS_MAC,
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blender::GPU_DRIVER_ANY,
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@ -518,7 +517,7 @@ void BlenderDisplayDriver::update_end()
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update_tile_texture_pixels(tiles_->current_tile);
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}
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/* Ensure blender::GPU fence exists to synchronize upload. */
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/* Ensure GPU fence exists to synchronize upload. */
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blender::GPU_fence_signal(gpu_upload_sync_);
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blender::GPU_flush();
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@ -538,7 +537,7 @@ half4 *BlenderDisplayDriver::map_texture_buffer()
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* and not. For the denoised image it may be able to use graphics interop as that
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* buffer is written to by one device, while the noisy renders can not use it.
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*
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* We need to clear the graphics interop buffer on that switch, as blender::GPU_pixel_buffer_map
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* We need to clear the graphics interop buffer on that switch, as GPU_pixel_buffer_map
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* may recreate the buffer or handle. */
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graphics_interop_buffer_.clear();
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@ -687,11 +686,11 @@ static void draw_tile(const float2 &zoom,
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const DisplayGPUTexture &texture = draw_tile.texture;
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if (!DCHECK_NOTNULL(texture.gpu_texture)) {
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LOG_ERROR << "Display driver tile blender::GPU texture resource unavailable.";
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LOG_ERROR << "Display driver tile GPU texture resource unavailable.";
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return;
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}
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/* Trick to keep sharp rendering without jagged edges on all blender::GPUs.
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/* Trick to keep sharp rendering without jagged edges on all GPUs.
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*
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* The idea here is to enforce driver to use linear interpolation when the image is zoomed out.
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* For the render result with a resolution divider in effect we always use nearest interpolation.
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@ -821,13 +820,13 @@ void BlenderDisplayDriver::draw(const Params ¶ms)
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void BlenderDisplayDriver::gpu_context_create()
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{
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if (!RE_engine_gpu_context_create(&b_engine_)) {
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LOG_ERROR << "Error creating blender::GPU context.";
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LOG_ERROR << "Error creating GPU context.";
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return;
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}
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/* Create global blender::GPU resources for display driver. */
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/* Create global GPU resources for display driver. */
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if (!gpu_resources_create()) {
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LOG_ERROR << "Error creating blender::GPU resources for Display Driver.";
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LOG_ERROR << "Error creating GPU resources for Display Driver.";
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return;
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}
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}
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@ -861,7 +860,7 @@ bool BlenderDisplayDriver::gpu_resources_create()
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{
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/* Ensure context is active for resource creation. */
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if (!gpu_context_enable()) {
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LOG_ERROR << "Error enabling blender::GPU context.";
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LOG_ERROR << "Error enabling GPU context.";
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return false;
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}
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@ -869,7 +868,7 @@ bool BlenderDisplayDriver::gpu_resources_create()
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gpu_render_sync_ = blender::GPU_fence_create();
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if (!DCHECK_NOTNULL(gpu_upload_sync_) || !DCHECK_NOTNULL(gpu_render_sync_)) {
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LOG_ERROR << "Error creating blender::GPU synchronization primitives.";
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LOG_ERROR << "Error creating GPU synchronization primitives.";
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assert(0);
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return false;
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}
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@ -116,7 +116,7 @@ void BlenderSync::sync_recalc(blender::Depsgraph &b_depsgraph,
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blender::Object *b_dicing_camera_object = get_dicing_camera_object(b_v3d, b_rv3d);
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bool dicing_camera_updated = false;
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/* Iterate over all blender::IDs in this depsgraph. */
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/* Iterate over all IDs in this depsgraph. */
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blender::DEGIDIterData deg_iter_data{};
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deg_iter_data.graph = &b_depsgraph;
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deg_iter_data.only_updated = true;
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@ -129,8 +129,8 @@ void BlenderSync::sync_recalc(blender::Depsgraph &b_depsgraph,
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{
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/* TODO(sergey): Can do more selective filter here. For example, ignore changes made to
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* screen data-block. Note that sync_data() needs to be called after object deletion, and
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* currently this is ensured by the scene blender::ID tagged for update, which sets the
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* `has_updates_` flag. */
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* currently this is ensured by the scene ID tagged for update, which sets the `has_updates_`
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* flag. */
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has_updates_ = true;
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const bool updated_shading = ((b_id->recalc & (blender::ID_RECALC_SHADING |
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@ -837,7 +837,7 @@ void BlenderSync::sync_render_passes(blender::RenderLayer &b_rlay,
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/* Always add combined pass. */
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pass_add(scene, PASS_COMBINED, "Combined");
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/* Cryptomatte stores two blender::ID/weight pairs per RGBA layer.
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/* Cryptomatte stores two ID/weight pairs per RGBA layer.
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* User facing parameter is the number of pairs. */
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const int crypto_depth = divide_up(min(16, b_view_layer.cryptomatte_levels), 2);
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scene->film->set_cryptomatte_depth(crypto_depth);
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@ -790,7 +790,7 @@ void CUDADevice::image_alloc(device_image &mem)
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*
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* Cycles expects to read all image data as normalized float values in
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* kernel/device/gpu/image.h. But storing all data as floats would be very inefficient due to the
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* huge size of float image. So in the code below, we define different texture types including
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* huge size of float images. So in the code below, we define different texture types including
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* integer types, with the aim of using CUDA's default promotion behavior of integer data to
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* floating point data in the range [0, 1], as noted in the CUDA documentation on
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* cuTexObjectCreate API Call.
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@ -946,7 +946,7 @@ void OneapiDevice::image_free(device_image &mem)
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(sycl::ext::oneapi::experimental::image_mem_handle::raw_handle_type)cmem.array};
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try {
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/* We have allocated only standard image, so we also deallocate only them. */
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/* We have allocated only standard images, so we also deallocate only them. */
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sycl::ext::oneapi::experimental::free_image_mem(
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imgHandle, sycl::ext::oneapi::experimental::image_type::standard, *queue);
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}
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@ -73,7 +73,7 @@ enum ImageFormatType {
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IMAGE_FORMAT_EQUIANGULAR,
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};
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/* Extension types for image.
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/* Extension types for images.
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*
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* Defines how the image is extrapolated past its original bounds. */
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enum ExtensionType {
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