Fix T94918: GPU subdivision uses viewport levels for final render
The resolution for the subdivision grid traversal was always based on the viewport setting.
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@@ -955,7 +955,8 @@ static bool draw_subdiv_build_cache(DRWSubdivCache *cache,
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const SubsurfModifierData *smd,
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const bool is_final_render)
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{
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const int level = get_render_subsurf_level(&scene->r, smd->levels, is_final_render);
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const int requested_levels = (is_final_render) ? smd->renderLevels : smd->levels;
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const int level = get_render_subsurf_level(&scene->r, requested_levels, is_final_render);
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SubdivToMeshSettings to_mesh_settings;
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to_mesh_settings.resolution = (1 << level) + 1;
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to_mesh_settings.use_optimal_display = false;
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