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.
This commit is contained in:
Thomas Dinges
2016-02-05 22:13:51 +01:00
parent ca88bc5ac1
commit 469447f707
5 changed files with 51 additions and 15 deletions

View File

@@ -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)

View File

@@ -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;

View File

@@ -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;

View File

@@ -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;

View File

@@ -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;