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authorBrecht Van Lommel <brecht@blender.org>2021-10-17 19:08:00 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-10-20 18:50:31 +0300
commitcccfa597ba69944817e0913944cf3c3d0a6e1165 (patch)
tree331fe58a76d3413bd247d745f56ba3b0f35dbeeb /intern/cycles/render
parent001f548227c413a4fdbee275744ea8bea886081a (diff)
Cycles: make ambient occlusion pass take into account transparency again
Taking advantage of the new decoupled main and shadow paths. For CPU we just store two nested structs in the integrator state, one for direct light shadows and one for AO. For the GPU we restrict the number of shade surface states to be executed based on available space in the shadow paths queue. This also helps improve performance in benchmark scenes with an AO pass, since it is no longer needed to use the shader raytracing kernel there, which has worse performance. Differential Revision: https://developer.blender.org/D12900
Diffstat (limited to 'intern/cycles/render')
-rw-r--r--intern/cycles/render/film.cpp4
1 files changed, 0 insertions, 4 deletions
diff --git a/intern/cycles/render/film.cpp b/intern/cycles/render/film.cpp
index 48f87ea3bf7..381f794545a 100644
--- a/intern/cycles/render/film.cpp
+++ b/intern/cycles/render/film.cpp
@@ -677,10 +677,6 @@ uint Film::get_kernel_features(const Scene *scene) const
kernel_features |= KERNEL_FEATURE_SHADOW_PASS;
}
}
-
- if (pass_type == PASS_AO) {
- kernel_features |= KERNEL_FEATURE_NODE_RAYTRACE;
- }
}
return kernel_features;