forked from bartvdbraak/blender
Fix Cycles not correctly using Background.shader if specified
Based on patch by Alex Fuller. Differential Revision: https://developer.blender.org/D6627
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bb692a2d0f
commit
1613c994b0
@ -64,14 +64,7 @@ void Background::device_update(Device *device, DeviceScene *dscene, Scene *scene
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device_free(device, dscene);
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device_free(device, dscene);
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Shader *bg_shader = shader;
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Shader *bg_shader = get_shader(scene);
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if (use_shader) {
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if (!bg_shader)
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bg_shader = scene->default_background;
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}
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else
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bg_shader = scene->default_empty;
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/* set shader index and transparent option */
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/* set shader index and transparent option */
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KernelBackground *kbackground = &dscene->data.background;
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KernelBackground *kbackground = &dscene->data.background;
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@ -134,4 +127,9 @@ void Background::tag_update(Scene *scene)
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need_update = true;
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need_update = true;
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}
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}
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Shader *Background::get_shader(const Scene *scene)
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{
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return (use_shader) ? ((shader) ? shader : scene->default_background) : scene->default_empty;
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}
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CCL_NAMESPACE_END
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CCL_NAMESPACE_END
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@ -55,6 +55,8 @@ class Background : public Node {
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bool modified(const Background &background);
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bool modified(const Background &background);
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void tag_update(Scene *scene);
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void tag_update(Scene *scene);
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Shader *get_shader(const Scene *scene);
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};
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};
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CCL_NAMESPACE_END
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CCL_NAMESPACE_END
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@ -219,8 +219,7 @@ void LightManager::disable_ineffective_light(Scene *scene)
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* - If unsupported on a device
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* - If unsupported on a device
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* - If we don't need it (no HDRs etc.)
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* - If we don't need it (no HDRs etc.)
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*/
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*/
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Shader *shader = (scene->background->shader) ? scene->background->shader :
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Shader *shader = scene->background->get_shader(scene);
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scene->default_background;
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const bool disable_mis = !(has_portal || shader->has_surface_spatial_varying);
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const bool disable_mis = !(has_portal || shader->has_surface_spatial_varying);
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VLOG_IF(1, disable_mis) << "Background MIS has been disabled.\n";
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VLOG_IF(1, disable_mis) << "Background MIS has been disabled.\n";
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foreach (Light *light, scene->lights) {
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foreach (Light *light, scene->lights) {
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@ -569,8 +568,7 @@ void LightManager::device_update_background(Device *device,
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int2 res = make_int2(background_light->map_resolution, background_light->map_resolution / 2);
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int2 res = make_int2(background_light->map_resolution, background_light->map_resolution / 2);
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/* If the resolution isn't set manually, try to find an environment texture. */
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/* If the resolution isn't set manually, try to find an environment texture. */
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if (res.x == 0) {
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if (res.x == 0) {
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Shader *shader = (scene->background->shader) ? scene->background->shader :
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Shader *shader = scene->background->get_shader(scene);
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scene->default_background;
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foreach (ShaderNode *node, shader->graph->nodes) {
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foreach (ShaderNode *node, shader->graph->nodes) {
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if (node->type == EnvironmentTextureNode::node_type) {
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if (node->type == EnvironmentTextureNode::node_type) {
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EnvironmentTextureNode *env = (EnvironmentTextureNode *)node;
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EnvironmentTextureNode *env = (EnvironmentTextureNode *)node;
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@ -16,6 +16,7 @@
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#include "device/device.h"
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#include "device/device.h"
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#include "render/background.h"
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#include "render/colorspace.h"
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#include "render/colorspace.h"
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#include "render/graph.h"
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#include "render/graph.h"
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#include "render/light.h"
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#include "render/light.h"
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@ -106,6 +107,7 @@ void OSLShaderManager::device_update(Device *device,
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/* create shaders */
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/* create shaders */
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OSLGlobals *og = (OSLGlobals *)device->osl_memory();
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OSLGlobals *og = (OSLGlobals *)device->osl_memory();
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Shader *background_shader = scene->background->get_shader(scene);
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foreach (Shader *shader, scene->shaders) {
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foreach (Shader *shader, scene->shaders) {
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assert(shader->graph);
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assert(shader->graph);
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@ -119,7 +121,7 @@ void OSLShaderManager::device_update(Device *device,
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thread_scoped_lock lock(ss_mutex);
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thread_scoped_lock lock(ss_mutex);
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OSLCompiler compiler(this, services, ss, scene);
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OSLCompiler compiler(this, services, ss, scene);
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compiler.background = (shader == scene->default_background);
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compiler.background = (shader == background_shader);
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compiler.compile(og, shader);
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compiler.compile(og, shader);
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if (shader->use_mis && shader->has_surface_emission)
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if (shader->use_mis && shader->has_surface_emission)
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@ -131,7 +133,7 @@ void OSLShaderManager::device_update(Device *device,
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og->ts = ts;
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og->ts = ts;
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og->services = services;
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og->services = services;
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int background_id = scene->shader_manager->get_shader_id(scene->default_background);
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int background_id = scene->shader_manager->get_shader_id(background_shader);
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og->background_state = og->surface_state[background_id & SHADER_MASK];
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og->background_state = og->surface_state[background_id & SHADER_MASK];
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og->use = true;
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og->use = true;
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@ -317,7 +317,7 @@ void Shader::tag_update(Scene *scene)
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* has use_mis set to false. We are quite close to release now, so
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* has use_mis set to false. We are quite close to release now, so
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* better to be safe.
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* better to be safe.
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*/
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*/
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if (this == scene->default_background && scene->light_manager->has_background_light(scene)) {
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if (this == scene->background->get_shader(scene) && scene->light_manager->has_background_light(scene)) {
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scene->light_manager->need_update = true;
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scene->light_manager->need_update = true;
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}
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}
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@ -15,6 +15,8 @@
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*/
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*/
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#include "device/device.h"
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#include "device/device.h"
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#include "render/background.h"
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#include "render/graph.h"
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#include "render/graph.h"
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#include "render/light.h"
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#include "render/light.h"
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#include "render/mesh.h"
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#include "render/mesh.h"
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@ -58,7 +60,7 @@ void SVMShaderManager::device_update_shader(Scene *scene,
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SVMCompiler::Summary summary;
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SVMCompiler::Summary summary;
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SVMCompiler compiler(scene);
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SVMCompiler compiler(scene);
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compiler.background = (shader == scene->default_background);
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compiler.background = (shader == scene->background->get_shader(scene));
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compiler.compile(shader, *svm_nodes, 0, &summary);
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compiler.compile(shader, *svm_nodes, 0, &summary);
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VLOG(2) << "Compilation summary:\n"
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VLOG(2) << "Compilation summary:\n"
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