Fix Cycles not correctly using Background.shader if specified

Based on patch by Alex Fuller.

Differential Revision: https://developer.blender.org/D6627
This commit is contained in:
Brecht Van Lommel 2020-01-20 13:42:26 +01:00
parent bb692a2d0f
commit 1613c994b0
6 changed files with 18 additions and 16 deletions

View File

@ -64,14 +64,7 @@ void Background::device_update(Device *device, DeviceScene *dscene, Scene *scene
device_free(device, dscene);
Shader *bg_shader = shader;
if (use_shader) {
if (!bg_shader)
bg_shader = scene->default_background;
}
else
bg_shader = scene->default_empty;
Shader *bg_shader = get_shader(scene);
/* set shader index and transparent option */
KernelBackground *kbackground = &dscene->data.background;
@ -134,4 +127,9 @@ void Background::tag_update(Scene *scene)
need_update = true;
}
Shader *Background::get_shader(const Scene *scene)
{
return (use_shader) ? ((shader) ? shader : scene->default_background) : scene->default_empty;
}
CCL_NAMESPACE_END

View File

@ -55,6 +55,8 @@ class Background : public Node {
bool modified(const Background &background);
void tag_update(Scene *scene);
Shader *get_shader(const Scene *scene);
};
CCL_NAMESPACE_END

View File

@ -219,8 +219,7 @@ void LightManager::disable_ineffective_light(Scene *scene)
* - If unsupported on a device
* - If we don't need it (no HDRs etc.)
*/
Shader *shader = (scene->background->shader) ? scene->background->shader :
scene->default_background;
Shader *shader = scene->background->get_shader(scene);
const bool disable_mis = !(has_portal || shader->has_surface_spatial_varying);
VLOG_IF(1, disable_mis) << "Background MIS has been disabled.\n";
foreach (Light *light, scene->lights) {
@ -569,8 +568,7 @@ void LightManager::device_update_background(Device *device,
int2 res = make_int2(background_light->map_resolution, background_light->map_resolution / 2);
/* If the resolution isn't set manually, try to find an environment texture. */
if (res.x == 0) {
Shader *shader = (scene->background->shader) ? scene->background->shader :
scene->default_background;
Shader *shader = scene->background->get_shader(scene);
foreach (ShaderNode *node, shader->graph->nodes) {
if (node->type == EnvironmentTextureNode::node_type) {
EnvironmentTextureNode *env = (EnvironmentTextureNode *)node;

View File

@ -16,6 +16,7 @@
#include "device/device.h"
#include "render/background.h"
#include "render/colorspace.h"
#include "render/graph.h"
#include "render/light.h"
@ -106,6 +107,7 @@ void OSLShaderManager::device_update(Device *device,
/* create shaders */
OSLGlobals *og = (OSLGlobals *)device->osl_memory();
Shader *background_shader = scene->background->get_shader(scene);
foreach (Shader *shader, scene->shaders) {
assert(shader->graph);
@ -119,7 +121,7 @@ void OSLShaderManager::device_update(Device *device,
thread_scoped_lock lock(ss_mutex);
OSLCompiler compiler(this, services, ss, scene);
compiler.background = (shader == scene->default_background);
compiler.background = (shader == background_shader);
compiler.compile(og, shader);
if (shader->use_mis && shader->has_surface_emission)
@ -131,7 +133,7 @@ void OSLShaderManager::device_update(Device *device,
og->ts = ts;
og->services = services;
int background_id = scene->shader_manager->get_shader_id(scene->default_background);
int background_id = scene->shader_manager->get_shader_id(background_shader);
og->background_state = og->surface_state[background_id & SHADER_MASK];
og->use = true;

View File

@ -317,7 +317,7 @@ void Shader::tag_update(Scene *scene)
* has use_mis set to false. We are quite close to release now, so
* better to be safe.
*/
if (this == scene->default_background && scene->light_manager->has_background_light(scene)) {
if (this == scene->background->get_shader(scene) && scene->light_manager->has_background_light(scene)) {
scene->light_manager->need_update = true;
}

View File

@ -15,6 +15,8 @@
*/
#include "device/device.h"
#include "render/background.h"
#include "render/graph.h"
#include "render/light.h"
#include "render/mesh.h"
@ -58,7 +60,7 @@ void SVMShaderManager::device_update_shader(Scene *scene,
SVMCompiler::Summary summary;
SVMCompiler compiler(scene);
compiler.background = (shader == scene->default_background);
compiler.background = (shader == scene->background->get_shader(scene));
compiler.compile(shader, *svm_nodes, 0, &summary);
VLOG(2) << "Compilation summary:\n"