Files
blender/intern/cycles/kernel/kernel_debug.h
Sergey Sharybin 2bd6de5bbb Cycles: Add debug pass showing average number of ray bounces per pixel
Quite straightforward implementation, but still needs some work for the split
kernel. Includes both regular and split kernel implementation for that.

The pass is not exposed to the interface yet because it's currently not really
easy to have same pass listed in the menu multiple times.
2015-06-11 14:53:15 +02:00

45 lines
1.6 KiB
C

/*
* Copyright 2011-2014 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
ccl_device_inline void debug_data_init(DebugData *debug_data)
{
debug_data->num_bvh_traversal_steps = 0;
debug_data->num_ray_bounces = 0;
}
ccl_device_inline void kernel_write_debug_passes(KernelGlobals *kg,
ccl_global float *buffer,
ccl_addr_space PathState *state,
DebugData *debug_data,
int sample)
{
int flag = kernel_data.film.pass_flag;
if(flag & PASS_BVH_TRAVERSAL_STEPS) {
kernel_write_pass_float(buffer + kernel_data.film.pass_bvh_traversal_steps,
sample,
debug_data->num_bvh_traversal_steps);
}
if(flag & PASS_RAY_BOUNCES) {
kernel_write_pass_float(buffer + kernel_data.film.pass_ray_bounces,
sample,
debug_data->num_ray_bounces);
}
}
CCL_NAMESPACE_END