Cleanup: remove Cycles layer bits checking in the kernel.
At some point the idea was that we could have an optimization where we could render multiple render layers without re-exporting the scene, by just updating the layer bits. We are not doing this now and in practice with the available render layer control like exclude layers it's not always possible anyway. This makes it easier to support an arbitrary number of layers in the future (hopefully this summer), and frees up some useful bits in the kernel. Reviewed By: sergey, dingto Differential Revision: https://developer.blender.org/D2020
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@@ -50,7 +50,6 @@ NODE_DEFINE(Integrator)
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SOCKET_BOOLEAN(caustics_refractive, "Refractive Caustics", true);
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SOCKET_FLOAT(filter_glossy, "Filter Glossy", 0.0f);
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SOCKET_INT(seed, "Seed", 0);
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SOCKET_INT(layer_flag, "Layer Flag", ~0);
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SOCKET_FLOAT(sample_clamp_direct, "Sample Clamp Direct", 0.0f);
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SOCKET_FLOAT(sample_clamp_indirect, "Sample Clamp Indirect", 0.0f);
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SOCKET_BOOLEAN(motion_blur, "Motion Blur", false);
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@@ -137,7 +136,6 @@ void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene
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kintegrator->filter_glossy = (filter_glossy == 0.0f)? FLT_MAX: 1.0f/filter_glossy;
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kintegrator->seed = hash_int(seed);
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kintegrator->layer_flag = layer_flag << PATH_RAY_LAYER_SHIFT;
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kintegrator->use_ambient_occlusion =
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((Pass::contains(scene->film->passes, PASS_AO)) || dscene->data.background.ao_factor != 0.0f);
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@@ -51,7 +51,6 @@ public:
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float filter_glossy;
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int seed;
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int layer_flag;
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float sample_clamp_direct;
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float sample_clamp_indirect;
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