Cycles: Optimization for black world backgrounds
* If a Background node is set to a black color or zero strength, it now gets removed from the shader graph. * In case the graph is empty (no background node), the kernel will skip evaluating it and save some rendertime. This can help quite a bit in scenes, where the majority of the image consists of a black background. Example: http://www.pasteall.org/pic/show.php?id=82650 In this case the render is ~16% faster. Differential Revision: https://developer.blender.org/D972
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@ -72,16 +72,23 @@ void Background::device_update(Device *device, DeviceScene *dscene, Scene *scene
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else
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kbackground->volume_shader = SHADER_NONE;
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if(!(visibility & PATH_RAY_DIFFUSE))
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kbackground->surface_shader |= SHADER_EXCLUDE_DIFFUSE;
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if(!(visibility & PATH_RAY_GLOSSY))
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kbackground->surface_shader |= SHADER_EXCLUDE_GLOSSY;
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if(!(visibility & PATH_RAY_TRANSMIT))
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kbackground->surface_shader |= SHADER_EXCLUDE_TRANSMIT;
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if(!(visibility & PATH_RAY_VOLUME_SCATTER))
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kbackground->surface_shader |= SHADER_EXCLUDE_SCATTER;
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if(!(visibility & PATH_RAY_CAMERA))
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kbackground->surface_shader |= SHADER_EXCLUDE_CAMERA;
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/* No background node, make world shader invisible to all rays, to skip evaluation in kernel. */
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if(scene->shaders[shader]->graph->nodes.size() <= 1) {
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kbackground->surface_shader |= SHADER_EXCLUDE_ANY;
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}
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/* Background present, check visibilities */
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else {
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if(!(visibility & PATH_RAY_DIFFUSE))
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kbackground->surface_shader |= SHADER_EXCLUDE_DIFFUSE;
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if(!(visibility & PATH_RAY_GLOSSY))
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kbackground->surface_shader |= SHADER_EXCLUDE_GLOSSY;
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if(!(visibility & PATH_RAY_TRANSMIT))
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kbackground->surface_shader |= SHADER_EXCLUDE_TRANSMIT;
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if(!(visibility & PATH_RAY_VOLUME_SCATTER))
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kbackground->surface_shader |= SHADER_EXCLUDE_SCATTER;
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if(!(visibility & PATH_RAY_CAMERA))
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kbackground->surface_shader |= SHADER_EXCLUDE_CAMERA;
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}
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need_update = false;
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}
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@ -374,6 +374,28 @@ void ShaderGraph::remove_unneeded_nodes()
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removed[proxy->id] = true;
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any_node_removed = true;
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}
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else if(node->special_type == SHADER_SPECIAL_TYPE_BACKGROUND) {
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BackgroundNode *bg = static_cast<BackgroundNode*>(node);
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if(bg->outputs[0]->links.size()) {
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/* Black color or zero strength, remove node */
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if((!bg->inputs[0]->link && bg->inputs[0]->value == make_float3(0.0f, 0.0f, 0.0f)) ||
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(!bg->inputs[1]->link && bg->inputs[1]->value.x == 0.0f)) {
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vector<ShaderInput*> inputs = bg->outputs[0]->links;
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foreach(ShaderInput *sock, bg->inputs) {
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if(sock->link)
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disconnect(sock);
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}
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foreach(ShaderInput *input, inputs)
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disconnect(input);
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removed[bg->id] = true;
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any_node_removed = true;
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}
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}
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}
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else if(node->special_type == SHADER_SPECIAL_TYPE_MIX_CLOSURE) {
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MixClosureNode *mix = static_cast<MixClosureNode*>(node);
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@ -79,7 +79,8 @@ enum ShaderNodeSpecialType {
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SHADER_SPECIAL_TYPE_MIX_RGB, /* Only Mix subtype */
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SHADER_SPECIAL_TYPE_AUTOCONVERT,
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SHADER_SPECIAL_TYPE_GEOMETRY,
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SHADER_SPECIAL_TYPE_SCRIPT
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SHADER_SPECIAL_TYPE_SCRIPT,
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SHADER_SPECIAL_TYPE_BACKGROUND,
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};
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/* Enum
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@ -1946,6 +1946,8 @@ void EmissionNode::compile(OSLCompiler& compiler)
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BackgroundNode::BackgroundNode()
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: ShaderNode("background")
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{
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special_type = SHADER_SPECIAL_TYPE_BACKGROUND;
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add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
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add_input("Strength", SHADER_SOCKET_FLOAT, 1.0f);
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add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
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