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authorSergey Sharybin <sergey.vfx@gmail.com>2015-11-20 16:18:27 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-11-20 16:18:27 +0300
commit7e71be261bb88d0a7c1dcef7b19995317fdb51ef (patch)
tree9939d3285bea1aa9eb2e328c931162ce5adbd09f /intern
parentc4188c2bbabd87e12c7827fb30d42d2a9f61df8e (diff)
Cycles: Fix filter glossy being broken after recent changes
Basically we can not use sharp closure as a substitude when filter glossy is used. This is because we can not blur sharp reflection/refraction. This is quite quick and not really clean implementation. Not really happy with manual handling of original settings, but this is as good as we can do in the quick patch. It's a good acknowledgment and we now can re-consider some aspects of graph simplification to make such cases more natively supported. P.S. This failure would have been shown by our regression tests, so please, bother a bit to run Cycles's test sweep before doing such optimizations.
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/render/graph.cpp18
-rw-r--r--intern/cycles/render/graph.h13
-rw-r--r--intern/cycles/render/integrator.cpp9
-rw-r--r--intern/cycles/render/nodes.cpp101
-rw-r--r--intern/cycles/render/nodes.h16
-rw-r--r--intern/cycles/render/osl.cpp22
-rw-r--r--intern/cycles/render/osl.h2
-rw-r--r--intern/cycles/render/shader.cpp1
-rw-r--r--intern/cycles/render/shader.h1
-rw-r--r--intern/cycles/render/svm.cpp25
-rw-r--r--intern/cycles/render/svm.h5
11 files changed, 160 insertions, 53 deletions
diff --git a/intern/cycles/render/graph.cpp b/intern/cycles/render/graph.cpp
index 749640040f5..7e6e960d585 100644
--- a/intern/cycles/render/graph.cpp
+++ b/intern/cycles/render/graph.cpp
@@ -266,7 +266,10 @@ void ShaderGraph::relink(vector<ShaderInput*> inputs, vector<ShaderInput*> outpu
}
}
-void ShaderGraph::finalize(bool do_bump, bool do_osl)
+void ShaderGraph::finalize(Scene *scene,
+ bool do_bump,
+ bool do_osl,
+ bool do_simplify)
{
/* before compiling, the shader graph may undergo a number of modifications.
* currently we set default geometry shader inputs, and create automatic bump
@@ -274,7 +277,7 @@ void ShaderGraph::finalize(bool do_bump, bool do_osl)
* modified afterwards. */
if(!finalized) {
- clean();
+ clean(scene);
default_inputs(do_osl);
refine_bump_nodes();
@@ -293,6 +296,9 @@ void ShaderGraph::finalize(bool do_bump, bool do_osl)
finalized = true;
}
+ else if(do_simplify) {
+ simplify_nodes(scene);
+ }
}
void ShaderGraph::find_dependencies(set<ShaderNode*>& dependencies, ShaderInput *input)
@@ -557,10 +563,10 @@ void ShaderGraph::remove_unneeded_nodes()
}
/* Step 3: Simplification.*/
-void ShaderGraph::simplify_nodes()
+void ShaderGraph::simplify_nodes(Scene *scene)
{
foreach(ShaderNode *node, nodes) {
- node->optimize();
+ node->optimize(scene);
}
}
@@ -588,7 +594,7 @@ void ShaderGraph::break_cycles(ShaderNode *node, vector<bool>& visited, vector<b
on_stack[node->id] = false;
}
-void ShaderGraph::clean()
+void ShaderGraph::clean(Scene *scene)
{
/* Graph simplification:
* 1: Remove unnecesarry nodes
@@ -604,7 +610,7 @@ void ShaderGraph::clean()
/* TODO(dingto): Implement */
/* 3: Simplification. */
- simplify_nodes();
+ simplify_nodes(scene);
/* 4: De-duplication. */
/* TODO(dingto): Implement */
diff --git a/intern/cycles/render/graph.h b/intern/cycles/render/graph.h
index fa2de3703c0..a2c210f4f60 100644
--- a/intern/cycles/render/graph.h
+++ b/intern/cycles/render/graph.h
@@ -29,6 +29,7 @@
CCL_NAMESPACE_BEGIN
class AttributeRequestSet;
+class Scene;
class Shader;
class ShaderInput;
class ShaderOutput;
@@ -196,7 +197,7 @@ public:
virtual void attributes(Shader *shader, AttributeRequestSet *attributes);
virtual void compile(SVMCompiler& compiler) = 0;
virtual void compile(OSLCompiler& compiler) = 0;
- virtual void optimize() {};
+ virtual void optimize(Scene * /*scene*/) {};
virtual bool has_surface_emission() { return false; }
virtual bool has_surface_transparent() { return false; }
@@ -204,6 +205,7 @@ public:
virtual bool has_bssrdf_bump() { return false; }
virtual bool has_spatial_varying() { return false; }
virtual bool has_object_dependency() { return false; }
+ virtual bool has_integrator_dependency() { return false; }
vector<ShaderInput*> inputs;
vector<ShaderOutput*> outputs;
@@ -276,8 +278,10 @@ public:
void relink(vector<ShaderInput*> inputs, vector<ShaderInput*> outputs, ShaderOutput *output);
void remove_unneeded_nodes();
- void simplify_nodes();
- void finalize(bool do_bump = false, bool do_osl = false);
+ void finalize(Scene *scene,
+ bool do_bump = false,
+ bool do_osl = false,
+ bool do_simplify = false);
int get_num_closures();
@@ -290,7 +294,8 @@ protected:
void copy_nodes(set<ShaderNode*>& nodes, map<ShaderNode*, ShaderNode*>& nnodemap);
void break_cycles(ShaderNode *node, vector<bool>& visited, vector<bool>& on_stack);
- void clean();
+ void clean(Scene *scene);
+ void simplify_nodes(Scene *scene);
void bump_from_displacement();
void refine_bump_nodes();
void default_inputs(bool do_osl);
diff --git a/intern/cycles/render/integrator.cpp b/intern/cycles/render/integrator.cpp
index 9f8d5b50ccd..47489f6e007 100644
--- a/intern/cycles/render/integrator.cpp
+++ b/intern/cycles/render/integrator.cpp
@@ -18,6 +18,7 @@
#include "integrator.h"
#include "light.h"
#include "scene.h"
+#include "shader.h"
#include "sobol.h"
#include "util_foreach.h"
@@ -217,8 +218,14 @@ bool Integrator::modified(const Integrator& integrator)
sample_all_lights_indirect == integrator.sample_all_lights_indirect);
}
-void Integrator::tag_update(Scene * /*scene*/)
+void Integrator::tag_update(Scene *scene)
{
+ foreach(Shader *shader, scene->shaders) {
+ if(shader->has_integrator_dependency) {
+ scene->shader_manager->need_update = true;
+ break;
+ }
+ }
need_update = true;
}
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index d8d88b4851e..d89e74837c7 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -15,7 +15,9 @@
*/
#include "image.h"
+#include "integrator.h"
#include "nodes.h"
+#include "scene.h"
#include "svm.h"
#include "svm_math_util.h"
#include "osl.h"
@@ -1874,20 +1876,37 @@ GlossyBsdfNode::GlossyBsdfNode()
{
closure = CLOSURE_BSDF_MICROFACET_GGX_ID;
distribution = ustring("GGX");
+ distribution_orig = ustring("");
add_input("Roughness", SHADER_SOCKET_FLOAT, 0.2f);
}
-void GlossyBsdfNode::optimize()
+void GlossyBsdfNode::optimize(Scene *scene)
{
- /* Fallback to Sharp closure for Roughness close to 0.
- * Note: Keep the epsilon in sync with kernel!
- */
- ShaderInput *roughness_input = get_input("Roughness");
- if(!roughness_input->link && roughness_input->value.x <= 1e-4f) {
- closure = CLOSURE_BSDF_REFLECTION_ID;
- distribution = ustring("Sharp");
+ if(distribution_orig == "") {
+ distribution_orig = distribution;
+ }
+ Integrator *integrator = scene->integrator;
+ if(integrator->filter_glossy == 0.0f) {
+ /* Fallback to Sharp closure for Roughness close to 0.
+ * Note: Keep the epsilon in sync with kernel!
+ */
+ ShaderInput *roughness_input = get_input("Roughness");
+ if(!roughness_input->link && roughness_input->value.x <= 1e-4f) {
+ distribution = ustring("Sharp");
+ }
}
+ else {
+ /* Rollback to original distribution when filter glossy is used. */
+ distribution = distribution_orig;
+ }
+ closure = (ClosureType)distribution_enum[distribution];
+}
+
+bool GlossyBsdfNode::has_integrator_dependency()
+{
+ ShaderInput *roughness_input = get_input("Roughness");
+ return !roughness_input->link && roughness_input->value.x <= 1e-4f;
}
void GlossyBsdfNode::compile(SVMCompiler& compiler)
@@ -1925,21 +1944,38 @@ GlassBsdfNode::GlassBsdfNode()
{
closure = CLOSURE_BSDF_SHARP_GLASS_ID;
distribution = ustring("Sharp");
+ distribution_orig = ustring("");
add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
add_input("IOR", SHADER_SOCKET_FLOAT, 0.3f);
}
-void GlassBsdfNode::optimize()
+void GlassBsdfNode::optimize(Scene *scene)
{
- /* Fallback to Sharp closure for Roughness close to 0.
- * Note: Keep the epsilon in sync with kernel!
- */
- ShaderInput *roughness_input = get_input("Roughness");
- if(!roughness_input->link && roughness_input->value.x <= 1e-4f) {
- closure = CLOSURE_BSDF_SHARP_GLASS_ID;
- distribution = ustring("Sharp");
+ if(distribution_orig == "") {
+ distribution_orig = distribution;
+ }
+ Integrator *integrator = scene->integrator;
+ if(integrator->filter_glossy == 0.0f) {
+ /* Fallback to Sharp closure for Roughness close to 0.
+ * Note: Keep the epsilon in sync with kernel!
+ */
+ ShaderInput *roughness_input = get_input("Roughness");
+ if(!roughness_input->link && roughness_input->value.x <= 1e-4f) {
+ distribution = ustring("Sharp");
+ }
+ }
+ else {
+ /* Rollback to original distribution when filter glossy is used. */
+ distribution = distribution_orig;
}
+ closure = (ClosureType)distribution_enum[distribution];
+}
+
+bool GlassBsdfNode::has_integrator_dependency()
+{
+ ShaderInput *roughness_input = get_input("Roughness");
+ return !roughness_input->link && roughness_input->value.x <= 1e-4f;
}
void GlassBsdfNode::compile(SVMCompiler& compiler)
@@ -1977,21 +2013,38 @@ RefractionBsdfNode::RefractionBsdfNode()
{
closure = CLOSURE_BSDF_REFRACTION_ID;
distribution = ustring("Sharp");
+ distribution_orig = ustring("");
add_input("Roughness", SHADER_SOCKET_FLOAT, 0.0f);
add_input("IOR", SHADER_SOCKET_FLOAT, 0.3f);
}
-void RefractionBsdfNode::optimize()
+void RefractionBsdfNode::optimize(Scene *scene)
{
- /* Fallback to Sharp closure for Roughness close to 0.
- * Note: Keep the epsilon in sync with kernel!
- */
- ShaderInput *roughness_input = get_input("Roughness");
- if(!roughness_input->link && roughness_input->value.x <= 1e-4f) {
- closure = CLOSURE_BSDF_REFRACTION_ID;
- distribution = ustring("Sharp");
+ if(distribution_orig == "") {
+ distribution_orig = distribution;
+ }
+ Integrator *integrator = scene->integrator;
+ if(integrator->filter_glossy == 0.0f) {
+ /* Fallback to Sharp closure for Roughness close to 0.
+ * Note: Keep the epsilon in sync with kernel!
+ */
+ ShaderInput *roughness_input = get_input("Roughness");
+ if(!roughness_input->link && roughness_input->value.x <= 1e-4f) {
+ distribution = ustring("Sharp");
+ }
}
+ else {
+ /* Rollback to original distribution when filter glossy is used. */
+ distribution = distribution_orig;
+ }
+ closure = (ClosureType)distribution_enum[distribution];
+}
+
+bool RefractionBsdfNode::has_integrator_dependency()
+{
+ ShaderInput *roughness_input = get_input("Roughness");
+ return !roughness_input->link && roughness_input->value.x <= 1e-4f;
}
void RefractionBsdfNode::compile(SVMCompiler& compiler)
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h
index 2b205c44d42..4f4061286cb 100644
--- a/intern/cycles/render/nodes.h
+++ b/intern/cycles/render/nodes.h
@@ -24,6 +24,7 @@
CCL_NAMESPACE_BEGIN
class ImageManager;
+class Scene;
class Shader;
/* Texture Mapping */
@@ -310,9 +311,10 @@ class GlossyBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(GlossyBsdfNode)
- void optimize();
+ void optimize(Scene *scene);
+ bool has_integrator_dependency();
- ustring distribution;
+ ustring distribution, distribution_orig;
static ShaderEnum distribution_enum;
};
@@ -320,9 +322,10 @@ class GlassBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(GlassBsdfNode)
- void optimize();
+ void optimize(Scene *scene);
+ bool has_integrator_dependency();
- ustring distribution;
+ ustring distribution, distribution_orig;
static ShaderEnum distribution_enum;
};
@@ -330,9 +333,10 @@ class RefractionBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(RefractionBsdfNode)
- void optimize();
+ void optimize(Scene *scene);
+ bool has_integrator_dependency();
- ustring distribution;
+ ustring distribution, distribution_orig;
static ShaderEnum distribution_enum;
};
diff --git a/intern/cycles/render/osl.cpp b/intern/cycles/render/osl.cpp
index a02f91ad2cf..c73deb15edd 100644
--- a/intern/cycles/render/osl.cpp
+++ b/intern/cycles/render/osl.cpp
@@ -100,7 +100,7 @@ void OSLShaderManager::device_update(Device *device, DeviceScene *dscene, Scene
OSLCompiler compiler((void*)this, (void*)ss, scene->image_manager);
compiler.background = (shader == scene->shaders[scene->default_background]);
- compiler.compile(og, shader);
+ compiler.compile(scene, og, shader);
if(shader->use_mis && shader->has_surface_emission)
scene->light_manager->need_update = true;
@@ -573,6 +573,10 @@ void OSLCompiler::add(ShaderNode *node, const char *name, bool isfilepath)
if(node->has_object_dependency()) {
current_shader->has_object_dependency = true;
}
+
+ if(node->has_integrator_dependency()) {
+ current_shader->has_integrator_dependency = true;
+ }
}
void OSLCompiler::parameter(const char *name, float f)
@@ -788,7 +792,7 @@ OSL::ShadingAttribStateRef OSLCompiler::compile_type(Shader *shader, ShaderGraph
return group;
}
-void OSLCompiler::compile(OSLGlobals *og, Shader *shader)
+void OSLCompiler::compile(Scene *scene, OSLGlobals *og, Shader *shader)
{
if(shader->need_update) {
ShaderGraph *graph = shader->graph;
@@ -800,9 +804,16 @@ void OSLCompiler::compile(OSLGlobals *og, Shader *shader)
shader->graph_bump = shader->graph->copy();
/* finalize */
- shader->graph->finalize(false, true);
- if(shader->graph_bump)
- shader->graph_bump->finalize(true, true);
+ shader->graph->finalize(scene,
+ false,
+ true,
+ shader->has_integrator_dependency);
+ if(shader->graph_bump) {
+ shader->graph_bump->finalize(scene,
+ true,
+ true,
+ shader->has_integrator_dependency);
+ }
current_shader = shader;
@@ -815,6 +826,7 @@ void OSLCompiler::compile(OSLGlobals *og, Shader *shader)
shader->has_displacement = false;
shader->has_heterogeneous_volume = false;
shader->has_object_dependency = false;
+ shader->has_integrator_dependency = false;
/* generate surface shader */
if(shader->used && graph && output->input("Surface")->link) {
diff --git a/intern/cycles/render/osl.h b/intern/cycles/render/osl.h
index bc6a9d8fbbd..e915f830202 100644
--- a/intern/cycles/render/osl.h
+++ b/intern/cycles/render/osl.h
@@ -113,7 +113,7 @@ protected:
class OSLCompiler {
public:
OSLCompiler(void *manager, void *shadingsys, ImageManager *image_manager);
- void compile(OSLGlobals *og, Shader *shader);
+ void compile(Scene *scene, OSLGlobals *og, Shader *shader);
void add(ShaderNode *node, const char *name, bool isfilepath = false);
diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp
index aba3e7237d2..ae00bfb30a7 100644
--- a/intern/cycles/render/shader.cpp
+++ b/intern/cycles/render/shader.cpp
@@ -154,6 +154,7 @@ Shader::Shader()
has_bssrdf_bump = false;
has_heterogeneous_volume = false;
has_object_dependency = false;
+ has_integrator_dependency = false;
used = false;
diff --git a/intern/cycles/render/shader.h b/intern/cycles/render/shader.h
index 64d45635ef1..e34e78476a0 100644
--- a/intern/cycles/render/shader.h
+++ b/intern/cycles/render/shader.h
@@ -107,6 +107,7 @@ public:
bool has_bssrdf_bump;
bool has_heterogeneous_volume;
bool has_object_dependency;
+ bool has_integrator_dependency;
/* requested mesh attributes */
AttributeRequestSet attributes;
diff --git a/intern/cycles/render/svm.cpp b/intern/cycles/render/svm.cpp
index e81b2f3a827..ad0ef959d22 100644
--- a/intern/cycles/render/svm.cpp
+++ b/intern/cycles/render/svm.cpp
@@ -78,7 +78,7 @@ void SVMShaderManager::device_update(Device *device, DeviceScene *dscene, Scene
SVMCompiler compiler(scene->shader_manager, scene->image_manager);
compiler.background = ((int)i == scene->default_background);
- compiler.compile(shader, svm_nodes, i);
+ compiler.compile(scene, shader, svm_nodes, i);
}
dscene->svm_nodes.copy((uint4*)&svm_nodes[0], svm_nodes.size());
@@ -396,6 +396,10 @@ void SVMCompiler::generate_node(ShaderNode *node, set<ShaderNode*>& done)
if(node->has_object_dependency()) {
current_shader->has_object_dependency = true;
}
+
+ if(node->has_integrator_dependency()) {
+ current_shader->has_integrator_dependency = true;
+ }
}
void SVMCompiler::generate_svm_nodes(const set<ShaderNode*>& nodes, set<ShaderNode*>& done)
@@ -691,7 +695,10 @@ void SVMCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType ty
add_node(NODE_END, 0, 0, 0);
}
-void SVMCompiler::compile(Shader *shader, vector<int4>& global_svm_nodes, int index)
+void SVMCompiler::compile(Scene *scene,
+ Shader *shader,
+ vector<int4>& global_svm_nodes,
+ int index)
{
/* copy graph for shader with bump mapping */
ShaderNode *node = shader->graph->output();
@@ -701,9 +708,16 @@ void SVMCompiler::compile(Shader *shader, vector<int4>& global_svm_nodes, int in
shader->graph_bump = shader->graph->copy();
/* finalize */
- shader->graph->finalize(false, false);
- if(shader->graph_bump)
- shader->graph_bump->finalize(true, false);
+ shader->graph->finalize(scene,
+ false,
+ false,
+ shader->has_integrator_dependency);
+ if(shader->graph_bump) {
+ shader->graph_bump->finalize(scene,
+ true,
+ false,
+ shader->has_integrator_dependency);
+ }
current_shader = shader;
@@ -716,6 +730,7 @@ void SVMCompiler::compile(Shader *shader, vector<int4>& global_svm_nodes, int in
shader->has_displacement = false;
shader->has_heterogeneous_volume = false;
shader->has_object_dependency = false;
+ shader->has_integrator_dependency = false;
/* generate surface shader */
compile_type(shader, shader->graph, SHADER_TYPE_SURFACE);
diff --git a/intern/cycles/render/svm.h b/intern/cycles/render/svm.h
index 4b390fb88f9..e48fe5e32ed 100644
--- a/intern/cycles/render/svm.h
+++ b/intern/cycles/render/svm.h
@@ -53,7 +53,10 @@ public:
class SVMCompiler {
public:
SVMCompiler(ShaderManager *shader_manager, ImageManager *image_manager);
- void compile(Shader *shader, vector<int4>& svm_nodes, int index);
+ void compile(Scene *scene,
+ Shader *shader,
+ vector<int4>& svm_nodes,
+ int index);
void stack_assign(ShaderOutput *output);
void stack_assign(ShaderInput *input);