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authorThomas Dinges <blender@dingto.org>2015-01-21 22:06:53 +0300
committerThomas Dinges <blender@dingto.org>2015-01-21 22:16:18 +0300
commitcd723967970e3330d5461eaf8a062d6321de5d4f (patch)
tree4e72e360bfe3fed6d04296628e0d0dc92e32cccd /intern/cycles/render/background.cpp
parent7165db53f2663b78749019ff791816c36e6182e6 (diff)
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
Diffstat (limited to 'intern/cycles/render/background.cpp')
-rw-r--r--intern/cycles/render/background.cpp27
1 files changed, 17 insertions, 10 deletions
diff --git a/intern/cycles/render/background.cpp b/intern/cycles/render/background.cpp
index d731b3346fe..f5e51f2e159 100644
--- a/intern/cycles/render/background.cpp
+++ b/intern/cycles/render/background.cpp
@@ -72,16 +72,23 @@ void Background::device_update(Device *device, DeviceScene *dscene, Scene *scene
else
kbackground->volume_shader = SHADER_NONE;
- if(!(visibility & PATH_RAY_DIFFUSE))
- kbackground->surface_shader |= SHADER_EXCLUDE_DIFFUSE;
- if(!(visibility & PATH_RAY_GLOSSY))
- kbackground->surface_shader |= SHADER_EXCLUDE_GLOSSY;
- if(!(visibility & PATH_RAY_TRANSMIT))
- kbackground->surface_shader |= SHADER_EXCLUDE_TRANSMIT;
- if(!(visibility & PATH_RAY_VOLUME_SCATTER))
- kbackground->surface_shader |= SHADER_EXCLUDE_SCATTER;
- if(!(visibility & PATH_RAY_CAMERA))
- kbackground->surface_shader |= SHADER_EXCLUDE_CAMERA;
+ /* No background node, make world shader invisible to all rays, to skip evaluation in kernel. */
+ if(scene->shaders[shader]->graph->nodes.size() <= 1) {
+ kbackground->surface_shader |= SHADER_EXCLUDE_ANY;
+ }
+ /* Background present, check visibilities */
+ else {
+ if(!(visibility & PATH_RAY_DIFFUSE))
+ kbackground->surface_shader |= SHADER_EXCLUDE_DIFFUSE;
+ if(!(visibility & PATH_RAY_GLOSSY))
+ kbackground->surface_shader |= SHADER_EXCLUDE_GLOSSY;
+ if(!(visibility & PATH_RAY_TRANSMIT))
+ kbackground->surface_shader |= SHADER_EXCLUDE_TRANSMIT;
+ if(!(visibility & PATH_RAY_VOLUME_SCATTER))
+ kbackground->surface_shader |= SHADER_EXCLUDE_SCATTER;
+ if(!(visibility & PATH_RAY_CAMERA))
+ kbackground->surface_shader |= SHADER_EXCLUDE_CAMERA;
+ }
need_update = false;
}