Cycles: Small optimization for scenes without Transparent Shaders, helps a few percent.
Differential Revision: https://developer.blender.org/D570
This commit is contained in:
@@ -229,6 +229,7 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
|
||||
uint i = 0;
|
||||
bool has_converter_blackbody = false;
|
||||
bool has_volumes = false;
|
||||
bool has_transparent_shadows = false;
|
||||
|
||||
foreach(Shader *shader, scene->shaders) {
|
||||
uint flag = 0;
|
||||
@@ -267,6 +268,10 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
|
||||
|
||||
shader_flag[i++] = flag;
|
||||
shader_flag[i++] = shader->pass_id;
|
||||
|
||||
/* Check if we need transparent shadows */
|
||||
if(flag & SD_HAS_TRANSPARENT_SHADOW)
|
||||
has_transparent_shadows = true;
|
||||
}
|
||||
|
||||
device->tex_alloc("__shader_flag", dscene->shader_flag);
|
||||
@@ -285,9 +290,10 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
|
||||
blackbody_table_offset = TABLE_OFFSET_INVALID;
|
||||
}
|
||||
|
||||
/* volumes */
|
||||
/* integrator */
|
||||
KernelIntegrator *kintegrator = &dscene->data.integrator;
|
||||
kintegrator->use_volumes = has_volumes;
|
||||
kintegrator->transparent_shadows = has_transparent_shadows;
|
||||
}
|
||||
|
||||
void ShaderManager::device_free_common(Device *device, DeviceScene *dscene, Scene *scene)
|
||||
|
Reference in New Issue
Block a user