From 6bc54cddfbf78fd880d5183e8949f19236ad0aaa Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Sun, 31 Oct 2021 13:30:56 +0100 Subject: Fix Cycles logging some excessive detail with default --debug-cycles --- intern/cycles/scene/constant_fold.cpp | 8 ++++---- intern/cycles/scene/shader_nodes.cpp | 12 ++++++------ intern/cycles/scene/svm.cpp | 2 +- 3 files changed, 11 insertions(+), 11 deletions(-) (limited to 'intern/cycles/scene') diff --git a/intern/cycles/scene/constant_fold.cpp b/intern/cycles/scene/constant_fold.cpp index a1fa34e7628..a5fb68bf229 100644 --- a/intern/cycles/scene/constant_fold.cpp +++ b/intern/cycles/scene/constant_fold.cpp @@ -43,7 +43,7 @@ bool ConstantFolder::all_inputs_constant() const void ConstantFolder::make_constant(float value) const { - VLOG(1) << "Folding " << node->name << "::" << output->name() << " to constant (" << value + VLOG(3) << "Folding " << node->name << "::" << output->name() << " to constant (" << value << ")."; foreach (ShaderInput *sock, output->links) { @@ -56,7 +56,7 @@ void ConstantFolder::make_constant(float value) const void ConstantFolder::make_constant(float3 value) const { - VLOG(1) << "Folding " << node->name << "::" << output->name() << " to constant " << value << "."; + VLOG(3) << "Folding " << node->name << "::" << output->name() << " to constant " << value << "."; foreach (ShaderInput *sock, output->links) { sock->set(value); @@ -112,7 +112,7 @@ void ConstantFolder::bypass(ShaderOutput *new_output) const { assert(new_output); - VLOG(1) << "Folding " << node->name << "::" << output->name() << " to socket " + VLOG(3) << "Folding " << node->name << "::" << output->name() << " to socket " << new_output->parent->name << "::" << new_output->name() << "."; /* Remove all outgoing links from socket and connect them to new_output instead. @@ -131,7 +131,7 @@ void ConstantFolder::discard() const { assert(output->type() == SocketType::CLOSURE); - VLOG(1) << "Discarding closure " << node->name << "."; + VLOG(3) << "Discarding closure " << node->name << "."; graph->disconnect(output); } diff --git a/intern/cycles/scene/shader_nodes.cpp b/intern/cycles/scene/shader_nodes.cpp index 14d051350fb..94c96d473b6 100644 --- a/intern/cycles/scene/shader_nodes.cpp +++ b/intern/cycles/scene/shader_nodes.cpp @@ -2397,7 +2397,7 @@ void GlossyBsdfNode::simplify_settings(Scene *scene) * Note: Keep the epsilon in sync with kernel! */ if (!roughness_input->link && roughness <= 1e-4f) { - VLOG(1) << "Using sharp glossy BSDF."; + VLOG(3) << "Using sharp glossy BSDF."; distribution = CLOSURE_BSDF_REFLECTION_ID; } } @@ -2406,7 +2406,7 @@ void GlossyBsdfNode::simplify_settings(Scene *scene) * benefit from closure blur to remove unwanted noise. */ if (roughness_input->link == NULL && distribution == CLOSURE_BSDF_REFLECTION_ID) { - VLOG(1) << "Using GGX glossy with filter glossy."; + VLOG(3) << "Using GGX glossy with filter glossy."; distribution = CLOSURE_BSDF_MICROFACET_GGX_ID; roughness = 0.0f; } @@ -2490,7 +2490,7 @@ void GlassBsdfNode::simplify_settings(Scene *scene) * Note: Keep the epsilon in sync with kernel! */ if (!roughness_input->link && roughness <= 1e-4f) { - VLOG(1) << "Using sharp glass BSDF."; + VLOG(3) << "Using sharp glass BSDF."; distribution = CLOSURE_BSDF_SHARP_GLASS_ID; } } @@ -2499,7 +2499,7 @@ void GlassBsdfNode::simplify_settings(Scene *scene) * benefit from closure blur to remove unwanted noise. */ if (roughness_input->link == NULL && distribution == CLOSURE_BSDF_SHARP_GLASS_ID) { - VLOG(1) << "Using GGX glass with filter glossy."; + VLOG(3) << "Using GGX glass with filter glossy."; distribution = CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID; roughness = 0.0f; } @@ -2583,7 +2583,7 @@ void RefractionBsdfNode::simplify_settings(Scene *scene) * Note: Keep the epsilon in sync with kernel! */ if (!roughness_input->link && roughness <= 1e-4f) { - VLOG(1) << "Using sharp refraction BSDF."; + VLOG(3) << "Using sharp refraction BSDF."; distribution = CLOSURE_BSDF_REFRACTION_ID; } } @@ -2592,7 +2592,7 @@ void RefractionBsdfNode::simplify_settings(Scene *scene) * benefit from closure blur to remove unwanted noise. */ if (roughness_input->link == NULL && distribution == CLOSURE_BSDF_REFRACTION_ID) { - VLOG(1) << "Using GGX refraction with filter glossy."; + VLOG(3) << "Using GGX refraction with filter glossy."; distribution = CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID; roughness = 0.0f; } diff --git a/intern/cycles/scene/svm.cpp b/intern/cycles/scene/svm.cpp index 6da0df302ad..d121765bbdd 100644 --- a/intern/cycles/scene/svm.cpp +++ b/intern/cycles/scene/svm.cpp @@ -64,7 +64,7 @@ void SVMShaderManager::device_update_shader(Scene *scene, compiler.background = (shader == scene->background->get_shader(scene)); compiler.compile(shader, *svm_nodes, 0, &summary); - VLOG(2) << "Compilation summary:\n" + VLOG(3) << "Compilation summary:\n" << "Shader name: " << shader->name << "\n" << summary.full_report(); } -- cgit v1.2.3