Fix Cycles logging some excessive detail with default --debug-cycles

This commit is contained in:
Brecht Van Lommel 2021-10-31 13:30:56 +01:00
parent 806521f703
commit 6bc54cddfb
6 changed files with 17 additions and 36 deletions

View File

@ -639,7 +639,7 @@ void BlenderSync::sync_camera_motion(
/* TODO(sergey): De-duplicate calculation with camera sync. */
float fov = 2.0f * atanf((0.5f * sensor_size) / bcam.lens / aspectratio);
if (fov != cam->get_fov()) {
VLOG(1) << "Camera " << b_ob.name() << " FOV change detected.";
VLOG(3) << "Camera " << b_ob.name() << " FOV change detected.";
if (motion_time == 0.0f) {
cam->set_fov(fov);
}

View File

@ -304,10 +304,6 @@ static void ExportCurveSegments(Scene *scene, Hair *hair, ParticleCurveData *CDa
}
}
if (num_curves > 0) {
VLOG(1) << "Exporting curve segments for mesh " << hair->name;
}
hair->reserve_curves(hair->num_curves() + num_curves, hair->get_curve_keys().size() + num_keys);
num_keys = 0;
@ -356,7 +352,7 @@ static void ExportCurveSegments(Scene *scene, Hair *hair, ParticleCurveData *CDa
/* check allocation */
if ((hair->get_curve_keys().size() != num_keys) || (hair->num_curves() != num_curves)) {
VLOG(1) << "Allocation failed, clearing data";
VLOG(1) << "Hair memory allocation failed, clearing data.";
hair->clear(true);
}
}
@ -412,16 +408,11 @@ static void export_hair_motion_validate_attribute(Hair *hair,
if (num_motion_keys != num_keys || !have_motion) {
/* No motion or hair "topology" changed, remove attributes again. */
if (num_motion_keys != num_keys) {
VLOG(1) << "Hair topology changed, removing attribute.";
}
else {
VLOG(1) << "No motion, removing attribute.";
VLOG(1) << "Hair topology changed, removing motion attribute.";
}
hair->attributes.remove(ATTR_STD_MOTION_VERTEX_POSITION);
}
else if (motion_step > 0) {
VLOG(1) << "Filling in new motion vertex position for motion_step " << motion_step;
/* Motion, fill up previous steps that we might have skipped because
* they had no motion, but we need them anyway now. */
for (int step = 0; step < motion_step; step++) {
@ -437,16 +428,12 @@ static void export_hair_motion_validate_attribute(Hair *hair,
static void ExportCurveSegmentsMotion(Hair *hair, ParticleCurveData *CData, int motion_step)
{
VLOG(1) << "Exporting curve motion segments for hair " << hair->name << ", motion step "
<< motion_step;
/* find attribute */
Attribute *attr_mP = hair->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
bool new_attribute = false;
/* add new attribute if it doesn't exist already */
if (!attr_mP) {
VLOG(1) << "Creating new motion vertex position attribute";
attr_mP = hair->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION);
new_attribute = true;
}
@ -682,10 +669,6 @@ static void export_hair_curves(Scene *scene, Hair *hair, BL::Hair b_hair)
const int num_keys = b_hair.points.length();
const int num_curves = b_hair.curves.length();
if (num_curves > 0) {
VLOG(1) << "Exporting curve segments for hair " << hair->name;
}
hair->reserve_curves(num_curves, num_keys);
/* Export curves and points. */
@ -743,15 +726,11 @@ static void export_hair_curves(Scene *scene, Hair *hair, BL::Hair b_hair)
static void export_hair_curves_motion(Hair *hair, BL::Hair b_hair, int motion_step)
{
VLOG(1) << "Exporting curve motion segments for hair " << hair->name << ", motion step "
<< motion_step;
/* Find or add attribute. */
Attribute *attr_mP = hair->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
bool new_attribute = false;
if (!attr_mP) {
VLOG(1) << "Creating new motion vertex position attribute";
attr_mP = hair->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION);
new_attribute = true;
}

View File

@ -366,7 +366,9 @@ void BlenderSync::sync_integrator(BL::ViewLayer &b_view_layer, bool background)
if ((preview && !preview_scrambling_distance) || use_adaptive_sampling)
scrambling_distance = 1.0f;
VLOG(1) << "Used Scrambling Distance: " << scrambling_distance;
if (scrambling_distance != 1.0f) {
VLOG(3) << "Using scrambling distance: " << scrambling_distance;
}
integrator->set_scrambling_distance(scrambling_distance);
if (get_boolean(cscene, "use_fast_gi")) {

View File

@ -43,7 +43,7 @@ bool ConstantFolder::all_inputs_constant() const
void ConstantFolder::make_constant(float value) const
{
VLOG(1) << "Folding " << node->name << "::" << output->name() << " to constant (" << value
VLOG(3) << "Folding " << node->name << "::" << output->name() << " to constant (" << value
<< ").";
foreach (ShaderInput *sock, output->links) {
@ -56,7 +56,7 @@ void ConstantFolder::make_constant(float value) const
void ConstantFolder::make_constant(float3 value) const
{
VLOG(1) << "Folding " << node->name << "::" << output->name() << " to constant " << value << ".";
VLOG(3) << "Folding " << node->name << "::" << output->name() << " to constant " << value << ".";
foreach (ShaderInput *sock, output->links) {
sock->set(value);
@ -112,7 +112,7 @@ void ConstantFolder::bypass(ShaderOutput *new_output) const
{
assert(new_output);
VLOG(1) << "Folding " << node->name << "::" << output->name() << " to socket "
VLOG(3) << "Folding " << node->name << "::" << output->name() << " to socket "
<< new_output->parent->name << "::" << new_output->name() << ".";
/* Remove all outgoing links from socket and connect them to new_output instead.
@ -131,7 +131,7 @@ void ConstantFolder::discard() const
{
assert(output->type() == SocketType::CLOSURE);
VLOG(1) << "Discarding closure " << node->name << ".";
VLOG(3) << "Discarding closure " << node->name << ".";
graph->disconnect(output);
}

View File

@ -2397,7 +2397,7 @@ void GlossyBsdfNode::simplify_settings(Scene *scene)
* Note: Keep the epsilon in sync with kernel!
*/
if (!roughness_input->link && roughness <= 1e-4f) {
VLOG(1) << "Using sharp glossy BSDF.";
VLOG(3) << "Using sharp glossy BSDF.";
distribution = CLOSURE_BSDF_REFLECTION_ID;
}
}
@ -2406,7 +2406,7 @@ void GlossyBsdfNode::simplify_settings(Scene *scene)
* benefit from closure blur to remove unwanted noise.
*/
if (roughness_input->link == NULL && distribution == CLOSURE_BSDF_REFLECTION_ID) {
VLOG(1) << "Using GGX glossy with filter glossy.";
VLOG(3) << "Using GGX glossy with filter glossy.";
distribution = CLOSURE_BSDF_MICROFACET_GGX_ID;
roughness = 0.0f;
}
@ -2490,7 +2490,7 @@ void GlassBsdfNode::simplify_settings(Scene *scene)
* Note: Keep the epsilon in sync with kernel!
*/
if (!roughness_input->link && roughness <= 1e-4f) {
VLOG(1) << "Using sharp glass BSDF.";
VLOG(3) << "Using sharp glass BSDF.";
distribution = CLOSURE_BSDF_SHARP_GLASS_ID;
}
}
@ -2499,7 +2499,7 @@ void GlassBsdfNode::simplify_settings(Scene *scene)
* benefit from closure blur to remove unwanted noise.
*/
if (roughness_input->link == NULL && distribution == CLOSURE_BSDF_SHARP_GLASS_ID) {
VLOG(1) << "Using GGX glass with filter glossy.";
VLOG(3) << "Using GGX glass with filter glossy.";
distribution = CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID;
roughness = 0.0f;
}
@ -2583,7 +2583,7 @@ void RefractionBsdfNode::simplify_settings(Scene *scene)
* Note: Keep the epsilon in sync with kernel!
*/
if (!roughness_input->link && roughness <= 1e-4f) {
VLOG(1) << "Using sharp refraction BSDF.";
VLOG(3) << "Using sharp refraction BSDF.";
distribution = CLOSURE_BSDF_REFRACTION_ID;
}
}
@ -2592,7 +2592,7 @@ void RefractionBsdfNode::simplify_settings(Scene *scene)
* benefit from closure blur to remove unwanted noise.
*/
if (roughness_input->link == NULL && distribution == CLOSURE_BSDF_REFRACTION_ID) {
VLOG(1) << "Using GGX refraction with filter glossy.";
VLOG(3) << "Using GGX refraction with filter glossy.";
distribution = CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID;
roughness = 0.0f;
}

View File

@ -64,7 +64,7 @@ void SVMShaderManager::device_update_shader(Scene *scene,
compiler.background = (shader == scene->background->get_shader(scene));
compiler.compile(shader, *svm_nodes, 0, &summary);
VLOG(2) << "Compilation summary:\n"
VLOG(3) << "Compilation summary:\n"
<< "Shader name: " << shader->name << "\n"
<< summary.full_report();
}