Cycles: Small optimization for scenes without Transparent Shaders, helps a few percent.

Differential Revision: https://developer.blender.org/D570
This commit is contained in:
Thomas Dinges 2014-06-01 07:11:13 +02:00
parent 09b0eadadd
commit 14be4b506a
2 changed files with 12 additions and 2 deletions

View File

@ -95,7 +95,11 @@ void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene
kintegrator->transparent_max_bounce = transparent_max_bounce + 1;
kintegrator->transparent_min_bounce = transparent_min_bounce + 1;
kintegrator->transparent_shadows = transparent_shadows;
/* At this point kintegrator->transparent_shadows is set automatically
* based on whether shaders use transparent shadows (see shader.cpp).
* If user doesn't want transparent shadows, force them off. */
if(!transparent_shadows)
kintegrator->transparent_shadows = false;
kintegrator->volume_homogeneous_sampling = volume_homogeneous_sampling;
kintegrator->volume_max_steps = volume_max_steps;

View File

@ -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)