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authorTautvydas Andrikys <esminis>2020-05-14 18:41:37 +0300
committerBrecht Van Lommel <brecht@blender.org>2020-06-02 20:48:51 +0300
commitffb3365fb2063966ead370d8668a259a5525175f (patch)
treef0acceecf90a94a0c996753fbe7ec62c7be779c4 /intern
parent0465086223f16f650c6f64e7bcfac99612612c42 (diff)
Fix T63588: Cycles unnecessarily updates background importance sampling map
With modifications by Brecht to solve T77273, crash enabling portal lights.
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/render/light.cpp43
-rw-r--r--intern/cycles/render/light.h10
-rw-r--r--intern/cycles/render/shader.cpp8
3 files changed, 46 insertions, 15 deletions
diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp
index 76a2f17bd1b..cb7474017fa 100644
--- a/intern/cycles/render/light.cpp
+++ b/intern/cycles/render/light.cpp
@@ -182,7 +182,10 @@ bool Light::has_contribution(Scene *scene)
LightManager::LightManager()
{
need_update = true;
+ need_update_background = true;
use_light_visibility = false;
+ last_background_enabled = false;
+ last_background_resolution = 0;
}
LightManager::~LightManager()
@@ -202,7 +205,7 @@ bool LightManager::has_background_light(Scene *scene)
return false;
}
-void LightManager::disable_ineffective_light(Scene *scene)
+void LightManager::test_enabled_lights(Scene *scene)
{
/* Make all lights enabled by default, and perform some preliminary checks
* needed for finer-tuning of settings (for example, check whether we've
@@ -215,6 +218,9 @@ void LightManager::disable_ineffective_light(Scene *scene)
has_background |= light->type == LIGHT_BACKGROUND;
}
+ bool background_enabled = false;
+ int background_resolution = 0;
+
if (has_background) {
/* Ignore background light if:
* - If unsupported on a device
@@ -226,9 +232,18 @@ void LightManager::disable_ineffective_light(Scene *scene)
foreach (Light *light, scene->lights) {
if (light->type == LIGHT_BACKGROUND) {
light->is_enabled = !disable_mis;
+ background_enabled = !disable_mis;
+ background_resolution = light->map_resolution;
}
}
}
+
+ if (last_background_enabled != background_enabled ||
+ last_background_resolution != background_resolution) {
+ last_background_enabled = background_enabled;
+ last_background_resolution = background_resolution;
+ need_update_background = true;
+ }
}
bool LightManager::object_usable_as_light(Object *object)
@@ -902,11 +917,12 @@ void LightManager::device_update(Device *device,
VLOG(1) << "Total " << scene->lights.size() << " lights.";
- device_free(device, dscene);
+ /* Detect which lights are enabled, also determins if we need to update the background. */
+ test_enabled_lights(scene);
- use_light_visibility = false;
+ device_free(device, dscene, need_update_background);
- disable_ineffective_light(scene);
+ use_light_visibility = false;
device_update_points(device, dscene, scene);
if (progress.get_cancel())
@@ -916,9 +932,11 @@ 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())
@@ -930,14 +948,17 @@ 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();
}
@@ -990,6 +1011,7 @@ int LightManager::add_ies(const string &content)
ies_slots[slot]->hash = hash;
need_update = true;
+ need_update_background = true;
return slot;
}
@@ -1008,6 +1030,7 @@ 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..d136e8f1a08 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);
@@ -109,7 +112,7 @@ class LightManager {
* which doesn't contribute to the scene or which is only used for MIS
* and scene doesn't need MIS.
*/
- void disable_ineffective_light(Scene *scene);
+ void test_enabled_lights(Scene *scene);
void device_update_points(Device *device, DeviceScene *dscene, Scene *scene);
void device_update_distribution(Device *device,
@@ -133,6 +136,9 @@ class LightManager {
vector<IESSlot *> ies_slots;
thread_mutex ies_mutex;
+
+ bool last_background_enabled;
+ int last_background_resolution;
};
CCL_NAMESPACE_END
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