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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2014-06-06 16:40:09 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2014-06-06 17:39:04 +0400
commite4e58d46128dc7fe4fb9b881d73b38173f00f5c3 (patch)
treecc38ac39838bec84d28de396374ba022139a8aa2 /intern/cycles/blender/blender_session.cpp
parent553264ff8e20484d0b91bb468f56aa1b7144f7aa (diff)
Fix T40370: cycles CUDA baking timeout with high number of AA samples.
Now baking does one AA sample at a time, just like final render. There is also some code for shader antialiasing that solves T40369 but it is disabled for now because there may be unpredictable side effects.
Diffstat (limited to 'intern/cycles/blender/blender_session.cpp')
-rw-r--r--intern/cycles/blender/blender_session.cpp22
1 files changed, 1 insertions, 21 deletions
diff --git a/intern/cycles/blender/blender_session.cpp b/intern/cycles/blender/blender_session.cpp
index 13d4041f6a7..0f31e55d60d 100644
--- a/intern/cycles/blender/blender_session.cpp
+++ b/intern/cycles/blender/blender_session.cpp
@@ -492,26 +492,6 @@ static void populate_bake_data(BakeData *data, BL::BakePixel pixel_array, const
}
}
-static bool is_light_pass(ShaderEvalType type)
-{
- switch (type) {
- case SHADER_EVAL_AO:
- case SHADER_EVAL_COMBINED:
- case SHADER_EVAL_SHADOW:
- case SHADER_EVAL_DIFFUSE_DIRECT:
- case SHADER_EVAL_GLOSSY_DIRECT:
- case SHADER_EVAL_TRANSMISSION_DIRECT:
- case SHADER_EVAL_SUBSURFACE_DIRECT:
- case SHADER_EVAL_DIFFUSE_INDIRECT:
- case SHADER_EVAL_GLOSSY_INDIRECT:
- case SHADER_EVAL_TRANSMISSION_INDIRECT:
- case SHADER_EVAL_SUBSURFACE_INDIRECT:
- return true;
- default:
- return false;
- }
-}
-
void BlenderSession::bake(BL::Object b_object, const string& pass_type, BL::BakePixel pixel_array, int num_pixels, int depth, float result[])
{
ShaderEvalType shader_type = get_shader_type(pass_type);
@@ -529,7 +509,7 @@ void BlenderSession::bake(BL::Object b_object, const string& pass_type, BL::Bake
Pass::add(PASS_UV, scene->film->passes);
}
- if(is_light_pass(shader_type)) {
+ if(BakeManager::is_light_pass(shader_type)) {
/* force use_light_pass to be true */
Pass::add(PASS_LIGHT, scene->film->passes);
}