[Bf-blender-cvs] [469447f] master: Cycles: Auto disable World MIS, if we only use a simple color.
Thomas Dinges
noreply at git.blender.org
Fri Feb 5 22:16:16 CET 2016
Commit: 469447f7077e42ec73d71e51f8f6bebc918fdfa6
Author: Thomas Dinges
Date: Fri Feb 5 22:13:51 2016 +0100
Branches: master
https://developer.blender.org/rB469447f7077e42ec73d71e51f8f6bebc918fdfa6
Cycles: Auto disable World MIS, if we only use a simple color.
When World MIS is enabled by the user, we now check if we actually need it.
In case of a simple node setup (no procedurals, no HDRs..) we auto disable MIS internally to save render time.
This change is important for upcoming default changes.
===================================================================
M intern/cycles/render/light.cpp
M intern/cycles/render/osl.cpp
M intern/cycles/render/shader.cpp
M intern/cycles/render/shader.h
M intern/cycles/render/svm.cpp
===================================================================
diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp
index 4e96261..4212cc5 100644
--- a/intern/cycles/render/light.cpp
+++ b/intern/cycles/render/light.cpp
@@ -556,13 +556,28 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce
if(scene->lights.size() == 0)
return;
- /* remove background light? */
- if(!(device->info.advanced_shading)) {
- foreach(Light *light, scene->lights) {
- if(light->type == LIGHT_BACKGROUND) {
+ /* Do we have a portal? */
+ bool has_portal = false;
+ foreach(Light *light, scene->lights) {
+ if(light->is_portal) {
+ has_portal = true;
+ break;
+ }
+ }
+
+ /* Remove background light:
+ * - If unsupported on a device
+ * - If we don't need it (no HDRs etc.)
+ */
+ foreach(Light *light, scene->lights) {
+ if(light->type == LIGHT_BACKGROUND) {
+ Shader *shader = scene->shaders[scene->background->shader];
+ bool auto_disable_mis = (!has_portal && !shader->has_surface_spatial_varying);
+ if(!(device->info.advanced_shading) || auto_disable_mis) {
+ VLOG(1) << "Background MIS has been disabled. \n";
scene->lights.erase(std::remove(scene->lights.begin(), scene->lights.end(), light), scene->lights.end());
- break;
}
+ break;
}
}
@@ -740,7 +755,7 @@ void LightManager::device_update_points(Device *device, DeviceScene *dscene, Sce
void LightManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
- VLOG(1) << "Total " << scene->lights.size() << " lights.";
+ int lights_size = scene->lights.size();
if(!need_update)
return;
@@ -764,6 +779,11 @@ void LightManager::device_update(Device *device, DeviceScene *dscene, Scene *sce
}
need_update = false;
+
+ if(lights_size != scene->lights.size())
+ VLOG(1) << "Total " << scene->lights.size() << " lights (" << lights_size << " before optimization).";
+ else
+ VLOG(1) << "Total " << scene->lights.size() << " lights.";
}
void LightManager::device_free(Device *device, DeviceScene *dscene)
diff --git a/intern/cycles/render/osl.cpp b/intern/cycles/render/osl.cpp
index 81c706c..67b07f1 100644
--- a/intern/cycles/render/osl.cpp
+++ b/intern/cycles/render/osl.cpp
@@ -570,14 +570,20 @@ void OSLCompiler::add(ShaderNode *node, const char *name, bool isfilepath)
/* test if we shader contains specific closures */
OSLShaderInfo *info = ((OSLShaderManager*)manager)->shader_loaded_info(name);
- if(info && current_type == SHADER_TYPE_SURFACE) {
- if(info->has_surface_emission)
- current_shader->has_surface_emission = true;
- if(info->has_surface_transparent)
- current_shader->has_surface_transparent = true;
- if(info->has_surface_bssrdf) {
- current_shader->has_surface_bssrdf = true;
- current_shader->has_bssrdf_bump = true; /* can't detect yet */
+ if(current_type == SHADER_TYPE_SURFACE) {
+ if(info) {
+ if(info->has_surface_emission)
+ current_shader->has_surface_emission = true;
+ if(info->has_surface_transparent)
+ current_shader->has_surface_transparent = true;
+ if(info->has_surface_bssrdf) {
+ current_shader->has_surface_bssrdf = true;
+ current_shader->has_bssrdf_bump = true; /* can't detect yet */
+ }
+ }
+
+ if(node->has_spatial_varying()) {
+ current_shader->has_surface_spatial_varying = true;
}
}
else if(current_type == SHADER_TYPE_VOLUME) {
@@ -752,6 +758,8 @@ void OSLCompiler::generate_nodes(const ShaderNodeSet& nodes)
current_shader->has_surface_emission = true;
if(node->has_surface_transparent())
current_shader->has_surface_transparent = true;
+ if(node->has_spatial_varying())
+ current_shader->has_surface_spatial_varying = true;
if(node->has_surface_bssrdf()) {
current_shader->has_surface_bssrdf = true;
if(node->has_bssrdf_bump())
@@ -839,6 +847,7 @@ void OSLCompiler::compile(Scene *scene, OSLGlobals *og, Shader *shader)
shader->has_bssrdf_bump = false;
shader->has_volume = false;
shader->has_displacement = false;
+ shader->has_surface_spatial_varying = false;
shader->has_volume_spatial_varying = false;
shader->has_object_dependency = false;
shader->has_integrator_dependency = false;
diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp
index 6852d3f..0b3509f 100644
--- a/intern/cycles/render/shader.cpp
+++ b/intern/cycles/render/shader.cpp
@@ -152,6 +152,7 @@ Shader::Shader()
has_volume = false;
has_displacement = false;
has_bssrdf_bump = false;
+ has_surface_spatial_varying = false;
has_volume_spatial_varying = false;
has_object_dependency = false;
has_integrator_dependency = false;
diff --git a/intern/cycles/render/shader.h b/intern/cycles/render/shader.h
index 5b8c531..cc83ad0 100644
--- a/intern/cycles/render/shader.h
+++ b/intern/cycles/render/shader.h
@@ -106,6 +106,7 @@ public:
bool has_displacement;
bool has_surface_bssrdf;
bool has_bssrdf_bump;
+ bool has_surface_spatial_varying;
bool has_volume_spatial_varying;
bool has_object_dependency;
bool has_integrator_dependency;
diff --git a/intern/cycles/render/svm.cpp b/intern/cycles/render/svm.cpp
index d715419..f3d39c1 100644
--- a/intern/cycles/render/svm.cpp
+++ b/intern/cycles/render/svm.cpp
@@ -397,7 +397,11 @@ void SVMCompiler::generate_node(ShaderNode *node, ShaderNodeSet& done)
stack_clear_users(node, done);
stack_clear_temporary(node);
- if(current_type == SHADER_TYPE_VOLUME) {
+ if(current_type == SHADER_TYPE_SURFACE) {
+ if(node->has_spatial_varying())
+ current_shader->has_surface_spatial_varying = true;
+ }
+ else if(current_type == SHADER_TYPE_VOLUME) {
if(node->has_spatial_varying())
current_shader->has_volume_spatial_varying = true;
}
@@ -761,6 +765,7 @@ void SVMCompiler::compile(Scene *scene,
shader->has_bssrdf_bump = false;
shader->has_volume = false;
shader->has_displacement = false;
+ shader->has_surface_spatial_varying = false;
shader->has_volume_spatial_varying = false;
shader->has_object_dependency = false;
shader->has_integrator_dependency = false;
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