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authorSergey Sharybin <sergey.vfx@gmail.com>2018-01-19 12:59:58 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2018-01-22 19:19:20 +0300
commit2f79d1c0584f4d72984e56db1f5878be3360e044 (patch)
treef2385b9834d7a9e0c15be92ca5356f4bc91aa247 /intern/cycles/render/scene.h
parent0f69026b1c3c07b203aeba658048f1129e41b116 (diff)
Cycles: Replace use_qbvh boolean flag with an enum-based property
This was we can introduce other types of BVH, for example, wider ones, without causing too much mess around boolean flags. Thoughs: - Ideally device info should probably return bitflag of what BVH types it supports. It is possible to implement based on simple logic in device/ and mesh.cpp, rest of the changes will stay the same. - Not happy with workarounds in util_debug and duplicated enum in kernel. Maybe enbum should be stores in kernel, but then it's kind of weird to include kernel types from utils. Soudns some cyclkic dependency. Reviewers: brecht, maxim_d33 Reviewed By: brecht Differential Revision: https://developer.blender.org/D3011
Diffstat (limited to 'intern/cycles/render/scene.h')
-rw-r--r--intern/cycles/render/scene.h36
1 files changed, 31 insertions, 5 deletions
diff --git a/intern/cycles/render/scene.h b/intern/cycles/render/scene.h
index 5f717e93b43..ea9485ff230 100644
--- a/intern/cycles/render/scene.h
+++ b/intern/cycles/render/scene.h
@@ -17,6 +17,8 @@
#ifndef __SCENE_H__
#define __SCENE_H__
+#include "bvh/bvh_params.h"
+
#include "render/image.h"
#include "render/shader.h"
@@ -122,39 +124,63 @@ public:
class SceneParams {
public:
- ShadingSystem shadingsystem;
+ /* Type of BVH, in terms whether it is supported dynamic updates of meshes
+ * or whether modifying geometry requires full BVH rebuild.
+ */
enum BVHType {
+ /* BVH supports dynamic updates of geometry.
+ *
+ * Faster for updating BVH tree when doing modifications in viewport,
+ * but slower for rendering.
+ */
BVH_DYNAMIC = 0,
+ /* BVH tree is calculated for specific scene, updates in geometry
+ * requires full tree rebuild.
+ *
+ * Slower to update BVH tree when modifying objects in viewport, also
+ * slower to build final BVH tree but gives best possible render speed.
+ */
BVH_STATIC = 1,
BVH_NUM_TYPES,
- } bvh_type;
+ };
+
+ ShadingSystem shadingsystem;
+
+ /* Requested BVH layout.
+ *
+ * If it's not supported by the device, the widest one from supported ones
+ * will be used, but BVH wider than this one will never be used.
+ */
+ BVHLayout bvh_layout;
+
+ BVHType bvh_type;
bool use_bvh_spatial_split;
bool use_bvh_unaligned_nodes;
int num_bvh_time_steps;
- bool use_qbvh;
+
bool persistent_data;
int texture_limit;
SceneParams()
{
shadingsystem = SHADINGSYSTEM_SVM;
+ bvh_layout = BVH_LAYOUT_BVH2;
bvh_type = BVH_DYNAMIC;
use_bvh_spatial_split = false;
use_bvh_unaligned_nodes = true;
num_bvh_time_steps = 0;
- use_qbvh = true;
persistent_data = false;
texture_limit = 0;
}
bool modified(const SceneParams& params)
{ return !(shadingsystem == params.shadingsystem
+ && bvh_layout == params.bvh_layout
&& bvh_type == params.bvh_type
&& use_bvh_spatial_split == params.use_bvh_spatial_split
&& use_bvh_unaligned_nodes == params.use_bvh_unaligned_nodes
&& num_bvh_time_steps == params.num_bvh_time_steps
- && use_qbvh == params.use_qbvh
&& persistent_data == params.persistent_data
&& texture_limit == params.texture_limit); }
};