[Bf-blender-cvs] [6bc54cddfbf] blender-v3.0-release: Fix Cycles logging some excessive detail with default --debug-cycles

Brecht Van Lommel noreply at git.blender.org
Mon Nov 1 08:37:45 CET 2021


Commit: 6bc54cddfbf78fd880d5183e8949f19236ad0aaa
Author: Brecht Van Lommel
Date:   Sun Oct 31 13:30:56 2021 +0100
Branches: blender-v3.0-release
https://developer.blender.org/rB6bc54cddfbf78fd880d5183e8949f19236ad0aaa

Fix Cycles logging some excessive detail with default --debug-cycles

===================================================================

M	intern/cycles/blender/camera.cpp
M	intern/cycles/blender/curves.cpp
M	intern/cycles/blender/sync.cpp
M	intern/cycles/scene/constant_fold.cpp
M	intern/cycles/scene/shader_nodes.cpp
M	intern/cycles/scene/svm.cpp

===================================================================

diff --git a/intern/cycles/blender/camera.cpp b/intern/cycles/blender/camera.cpp
index f87ebe39d21..b5afcfa7fda 100644
--- a/intern/cycles/blender/camera.cpp
+++ b/intern/cycles/blender/camera.cpp
@@ -639,7 +639,7 @@ void BlenderSync::sync_camera_motion(
     /* TODO(sergey): De-duplicate calculation with camera sync. */
     float fov = 2.0f * atanf((0.5f * sensor_size) / bcam.lens / aspectratio);
     if (fov != cam->get_fov()) {
-      VLOG(1) << "Camera " << b_ob.name() << " FOV change detected.";
+      VLOG(3) << "Camera " << b_ob.name() << " FOV change detected.";
       if (motion_time == 0.0f) {
         cam->set_fov(fov);
       }
diff --git a/intern/cycles/blender/curves.cpp b/intern/cycles/blender/curves.cpp
index fb2b329e61d..ffe0c553738 100644
--- a/intern/cycles/blender/curves.cpp
+++ b/intern/cycles/blender/curves.cpp
@@ -304,10 +304,6 @@ static void ExportCurveSegments(Scene *scene, Hair *hair, ParticleCurveData *CDa
     }
   }
 
-  if (num_curves > 0) {
-    VLOG(1) << "Exporting curve segments for mesh " << hair->name;
-  }
-
   hair->reserve_curves(hair->num_curves() + num_curves, hair->get_curve_keys().size() + num_keys);
 
   num_keys = 0;
@@ -356,7 +352,7 @@ static void ExportCurveSegments(Scene *scene, Hair *hair, ParticleCurveData *CDa
 
   /* check allocation */
   if ((hair->get_curve_keys().size() != num_keys) || (hair->num_curves() != num_curves)) {
-    VLOG(1) << "Allocation failed, clearing data";
+    VLOG(1) << "Hair memory allocation failed, clearing data.";
     hair->clear(true);
   }
 }
@@ -412,16 +408,11 @@ static void export_hair_motion_validate_attribute(Hair *hair,
   if (num_motion_keys != num_keys || !have_motion) {
     /* No motion or hair "topology" changed, remove attributes again. */
     if (num_motion_keys != num_keys) {
-      VLOG(1) << "Hair topology changed, removing attribute.";
-    }
-    else {
-      VLOG(1) << "No motion, removing attribute.";
+      VLOG(1) << "Hair topology changed, removing motion attribute.";
     }
     hair->attributes.remove(ATTR_STD_MOTION_VERTEX_POSITION);
   }
   else if (motion_step > 0) {
-    VLOG(1) << "Filling in new motion vertex position for motion_step " << motion_step;
-
     /* Motion, fill up previous steps that we might have skipped because
      * they had no motion, but we need them anyway now. */
     for (int step = 0; step < motion_step; step++) {
@@ -437,16 +428,12 @@ static void export_hair_motion_validate_attribute(Hair *hair,
 
 static void ExportCurveSegmentsMotion(Hair *hair, ParticleCurveData *CData, int motion_step)
 {
-  VLOG(1) << "Exporting curve motion segments for hair " << hair->name << ", motion step "
-          << motion_step;
-
   /* find attribute */
   Attribute *attr_mP = hair->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
   bool new_attribute = false;
 
   /* add new attribute if it doesn't exist already */
   if (!attr_mP) {
-    VLOG(1) << "Creating new motion vertex position attribute";
     attr_mP = hair->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION);
     new_attribute = true;
   }
@@ -682,10 +669,6 @@ static void export_hair_curves(Scene *scene, Hair *hair, BL::Hair b_hair)
   const int num_keys = b_hair.points.length();
   const int num_curves = b_hair.curves.length();
 
-  if (num_curves > 0) {
-    VLOG(1) << "Exporting curve segments for hair " << hair->name;
-  }
-
   hair->reserve_curves(num_curves, num_keys);
 
   /* Export curves and points. */
@@ -743,15 +726,11 @@ static void export_hair_curves(Scene *scene, Hair *hair, BL::Hair b_hair)
 
 static void export_hair_curves_motion(Hair *hair, BL::Hair b_hair, int motion_step)
 {
-  VLOG(1) << "Exporting curve motion segments for hair " << hair->name << ", motion step "
-          << motion_step;
-
   /* Find or add attribute. */
   Attribute *attr_mP = hair->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
   bool new_attribute = false;
 
   if (!attr_mP) {
-    VLOG(1) << "Creating new motion vertex position attribute";
     attr_mP = hair->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION);
     new_attribute = true;
   }
diff --git a/intern/cycles/blender/sync.cpp b/intern/cycles/blender/sync.cpp
index e0a13625962..cf0b77a9b16 100644
--- a/intern/cycles/blender/sync.cpp
+++ b/intern/cycles/blender/sync.cpp
@@ -366,7 +366,9 @@ void BlenderSync::sync_integrator(BL::ViewLayer &b_view_layer, bool background)
   if ((preview && !preview_scrambling_distance) || use_adaptive_sampling)
     scrambling_distance = 1.0f;
 
-  VLOG(1) << "Used Scrambling Distance: " << scrambling_distance;
+  if (scrambling_distance != 1.0f) {
+    VLOG(3) << "Using scrambling distance: " << scrambling_distance;
+  }
   integrator->set_scrambling_distance(scrambling_distance);
 
   if (get_boolean(cscene, "use_fast_gi")) {
diff --git a/intern/cycles/scene/constant_fold.cpp b/intern/cycles/scene/constant_fold.cpp
index a1fa34e7628..a5fb68bf229 100644
--- a/intern/cycles/scene/constant_fold.cpp
+++ b/intern/cycles/scene/constant_fold.cpp
@@ -43,7 +43,7 @@ bool ConstantFolder::all_inputs_constant() const
 
 void ConstantFolder::make_constant(float value) const
 {
-  VLOG(1) << "Folding " << node->name << "::" << output->name() << " to constant (" << value
+  VLOG(3) << "Folding " << node->name << "::" << output->name() << " to constant (" << value
           << ").";
 
   foreach (ShaderInput *sock, output->links) {
@@ -56,7 +56,7 @@ void ConstantFolder::make_constant(float value) const
 
 void ConstantFolder::make_constant(float3 value) const
 {
-  VLOG(1) << "Folding " << node->name << "::" << output->name() << " to constant " << value << ".";
+  VLOG(3) << "Folding " << node->name << "::" << output->name() << " to constant " << value << ".";
 
   foreach (ShaderInput *sock, output->links) {
     sock->set(value);
@@ -112,7 +112,7 @@ void ConstantFolder::bypass(ShaderOutput *new_output) const
 {
   assert(new_output);
 
-  VLOG(1) << "Folding " << node->name << "::" << output->name() << " to socket "
+  VLOG(3) << "Folding " << node->name << "::" << output->name() << " to socket "
           << new_output->parent->name << "::" << new_output->name() << ".";
 
   /* Remove all outgoing links from socket and connect them to new_output instead.
@@ -131,7 +131,7 @@ void ConstantFolder::discard() const
 {
   assert(output->type() == SocketType::CLOSURE);
 
-  VLOG(1) << "Discarding closure " << node->name << ".";
+  VLOG(3) << "Discarding closure " << node->name << ".";
 
   graph->disconnect(output);
 }
diff --git a/intern/cycles/scene/shader_nodes.cpp b/intern/cycles/scene/shader_nodes.cpp
index 14d051350fb..94c96d473b6 100644
--- a/intern/cycles/scene/shader_nodes.cpp
+++ b/intern/cycles/scene/shader_nodes.cpp
@@ -2397,7 +2397,7 @@ void GlossyBsdfNode::simplify_settings(Scene *scene)
      * Note: Keep the epsilon in sync with kernel!
      */
     if (!roughness_input->link && roughness <= 1e-4f) {
-      VLOG(1) << "Using sharp glossy BSDF.";
+      VLOG(3) << "Using sharp glossy BSDF.";
       distribution = CLOSURE_BSDF_REFLECTION_ID;
     }
   }
@@ -2406,7 +2406,7 @@ void GlossyBsdfNode::simplify_settings(Scene *scene)
      * benefit from closure blur to remove unwanted noise.
      */
     if (roughness_input->link == NULL && distribution == CLOSURE_BSDF_REFLECTION_ID) {
-      VLOG(1) << "Using GGX glossy with filter glossy.";
+      VLOG(3) << "Using GGX glossy with filter glossy.";
       distribution = CLOSURE_BSDF_MICROFACET_GGX_ID;
       roughness = 0.0f;
     }
@@ -2490,7 +2490,7 @@ void GlassBsdfNode::simplify_settings(Scene *scene)
      * Note: Keep the epsilon in sync with kernel!
      */
     if (!roughness_input->link && roughness <= 1e-4f) {
-      VLOG(1) << "Using sharp glass BSDF.";
+      VLOG(3) << "Using sharp glass BSDF.";
       distribution = CLOSURE_BSDF_SHARP_GLASS_ID;
     }
   }
@@ -2499,7 +2499,7 @@ void GlassBsdfNode::simplify_settings(Scene *scene)
      * benefit from closure blur to remove unwanted noise.
      */
     if (roughness_input->link == NULL && distribution == CLOSURE_BSDF_SHARP_GLASS_ID) {
-      VLOG(1) << "Using GGX glass with filter glossy.";
+      VLOG(3) << "Using GGX glass with filter glossy.";
       distribution = CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID;
       roughness = 0.0f;
     }
@@ -2583,7 +2583,7 @@ void RefractionBsdfNode::simplify_settings(Scene *scene)
      * Note: Keep the epsilon in sync with kernel!
      */
     if (!roughness_input->link && roughness <= 1e-4f) {
-      VLOG(1) << "Using sharp refraction BSDF.";
+      VLOG(3) << "Using sharp refraction BSDF.";
       distribution = CLOSURE_BSDF_REFRACTION_ID;
     }
   }
@@ -2592,7 +2592,7 @@ void RefractionBsdfNode::simplify_settings(Scene *scene)
      * benefit from closure blur to remove unwanted noise.
      */
     if (roughness_input->link == NULL && distribution == CLOSURE_BSDF_REFRACTION_ID) {
-      VLOG(1) << "Using GGX refraction with filter glossy.";
+      VLOG(3) << "Using GGX refraction with filter glossy.";
       distribution = CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID;
       roughness = 0.0f;
     }
diff --git a/intern/cycles/scene/svm.cpp b/intern/cycles/scene/svm.cpp
index 6da0df302ad..d121765bbdd 100644
--- a/intern/cycles/scene/svm.cpp
+++ b/intern/cycles/scene/svm.cpp
@@ -64,7 +64,7 @@ void SVMShaderManager::device_update_shader(Scene *scene,
   compiler.background = (shader == scene->background->get_shader(scene));
   compiler.compile(shader, *svm_nodes, 0, &summary);
 
-  VLOG(2) << "Compilation summary:\n"
+  VLOG(3) << "Compilation summary:\n"
           << "Shader name: " << shader->name << "\n"
           << summary.full_report();
 }



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