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