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authorTautvydas Andrikys <esminis>2020-05-14 18:41:37 +0300
committerBrecht Van Lommel <brecht@blender.org>2020-05-14 18:56:50 +0300
commit33ce0cb5a1edea4b5aaa7d37f6ad74b3b35b95f8 (patch)
treebacf9e3a70ee28c8647491f3bcadd4f0d79ebcc3 /intern/cycles
parent59404853698d01892ee5c609755ffad7ee57c3b9 (diff)
Fix T63588: Cycles unnecessarily updates background importance sampling map
Diffstat (limited to 'intern/cycles')
-rw-r--r--intern/cycles/render/light.cpp22
-rw-r--r--intern/cycles/render/light.h5
-rw-r--r--intern/cycles/render/shader.cpp8
3 files changed, 24 insertions, 11 deletions
diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp
index 9adf8e5341a..cd19b03ac53 100644
--- a/intern/cycles/render/light.cpp
+++ b/intern/cycles/render/light.cpp
@@ -181,6 +181,7 @@ bool Light::has_contribution(Scene *scene)
LightManager::LightManager()
{
need_update = true;
+ need_update_background = true;
use_light_visibility = false;
}
@@ -901,7 +902,7 @@ void LightManager::device_update(Device *device,
VLOG(1) << "Total " << scene->lights.size() << " lights.";
- device_free(device, dscene);
+ device_free(device, dscene, need_update_background);
use_light_visibility = false;
@@ -915,9 +916,11 @@ void LightManager::device_update(Device *device,
if (progress.get_cancel())
return;
- device_update_background(device, dscene, scene, progress);
- if (progress.get_cancel())
- return;
+ if (need_update_background) {
+ device_update_background(device, dscene, scene, progress);
+ if (progress.get_cancel())
+ return;
+ }
device_update_ies(dscene);
if (progress.get_cancel())
@@ -929,14 +932,17 @@ void LightManager::device_update(Device *device,
}
need_update = false;
+ need_update_background = false;
}
-void LightManager::device_free(Device *, DeviceScene *dscene)
+void LightManager::device_free(Device *, DeviceScene *dscene, const bool free_background)
{
dscene->light_distribution.free();
dscene->lights.free();
- dscene->light_background_marginal_cdf.free();
- dscene->light_background_conditional_cdf.free();
+ if (free_background) {
+ dscene->light_background_marginal_cdf.free();
+ dscene->light_background_conditional_cdf.free();
+ }
dscene->ies_lights.free();
}
@@ -989,6 +995,7 @@ int LightManager::add_ies(const string &content)
ies_slots[slot]->hash = hash;
need_update = true;
+ need_update_background = true;
return slot;
}
@@ -1007,6 +1014,7 @@ void LightManager::remove_ies(int slot)
/* If the slot has no more users, update the device to remove it. */
need_update |= (ies_slots[slot]->users == 0);
+ need_update_background |= need_update;
}
void LightManager::device_update_ies(DeviceScene *dscene)
diff --git a/intern/cycles/render/light.h b/intern/cycles/render/light.h
index 4f3048c1f32..1a99b2b76ae 100644
--- a/intern/cycles/render/light.h
+++ b/intern/cycles/render/light.h
@@ -88,6 +88,9 @@ class LightManager {
bool use_light_visibility;
bool need_update;
+ /* Need to update background (including multiple importance map) */
+ bool need_update_background;
+
LightManager();
~LightManager();
@@ -97,7 +100,7 @@ class LightManager {
void remove_ies(int slot);
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
- void device_free(Device *device, DeviceScene *dscene);
+ void device_free(Device *device, DeviceScene *dscene, const bool free_background = true);
void tag_update(Scene *scene);
diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp
index 8403a636e1c..39ba45a751a 100644
--- a/intern/cycles/render/shader.cpp
+++ b/intern/cycles/render/shader.cpp
@@ -318,9 +318,11 @@ void Shader::tag_update(Scene *scene)
* has use_mis set to false. We are quite close to release now, so
* better to be safe.
*/
- if (this == scene->background->get_shader(scene) &&
- scene->light_manager->has_background_light(scene)) {
- scene->light_manager->need_update = true;
+ if (this == scene->background->get_shader(scene)) {
+ scene->light_manager->need_update_background = true;
+ if (scene->light_manager->has_background_light(scene)) {
+ scene->light_manager->need_update = true;
+ }
}
/* quick detection of which kind of shaders we have to avoid loading