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authorSergey Sharybin <sergey.vfx@gmail.com>2017-01-12 15:44:35 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-01-12 15:44:35 +0300
commit53fa389802161e9e4ff6b5e0bfaa61cd4c761be6 (patch)
tree485ef4173d970eb3bf10ade844e4d23f4d8dcd56 /source/blender/render
parent8daf02f134692b21e62649acf2906aed344a70ae (diff)
Cycles: Use dedicated debug passes for traversed nodes and intersection tests
This way it's more clear whether some issue is caused by lots of geometry in the node or by lots of "transparent" BVH nodes.
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/extern/include/RE_pipeline.h3
-rw-r--r--source/blender/render/intern/source/render_result.c6
2 files changed, 6 insertions, 3 deletions
diff --git a/source/blender/render/extern/include/RE_pipeline.h b/source/blender/render/extern/include/RE_pipeline.h
index 7021477a702..f535aa5aa71 100644
--- a/source/blender/render/extern/include/RE_pipeline.h
+++ b/source/blender/render/extern/include/RE_pipeline.h
@@ -97,9 +97,10 @@ typedef struct RenderPass {
} RenderPass;
enum {
- RENDER_PASS_DEBUG_BVH_TRAVERSAL_STEPS = 0,
+ RENDER_PASS_DEBUG_BVH_TRAVERSED_NODES = 0,
RENDER_PASS_DEBUG_BVH_TRAVERSED_INSTANCES = 1,
RENDER_PASS_DEBUG_RAY_BOUNCES = 2,
+ RENDER_PASS_DEBUG_BVH_INTERSECTIONS = 3,
};
/* a renderlayer is a full image, but with all passes and samples */
diff --git a/source/blender/render/intern/source/render_result.c b/source/blender/render/intern/source/render_result.c
index 2be6238eeec..f276c01e86a 100644
--- a/source/blender/render/intern/source/render_result.c
+++ b/source/blender/render/intern/source/render_result.c
@@ -550,10 +550,12 @@ RenderPass *gp_add_pass(RenderResult *rr, RenderLayer *rl, int channels, int pas
const char *RE_debug_pass_name_get(int debug_type)
{
switch (debug_type) {
- case RENDER_PASS_DEBUG_BVH_TRAVERSAL_STEPS:
- return "BVH Traversal Steps";
+ case RENDER_PASS_DEBUG_BVH_TRAVERSED_NODES:
+ return "BVH Traversed Nodes";
case RENDER_PASS_DEBUG_BVH_TRAVERSED_INSTANCES:
return "BVH Traversed Instances";
+ case RENDER_PASS_DEBUG_BVH_INTERSECTIONS:
+ return "BVH Primitive Intersections";
case RENDER_PASS_DEBUG_RAY_BOUNCES:
return "Ray Bounces";
}