Cycles: Add more logs about what's going on in shader optimization

This commit is contained in:
Sergey Sharybin 2017-02-27 12:38:24 +01:00
parent 845ba1a6fb
commit 238db604c5

@ -1948,6 +1948,7 @@ void GlossyBsdfNode::simplify_settings(Scene *scene)
* Note: Keep the epsilon in sync with kernel! * Note: Keep the epsilon in sync with kernel!
*/ */
if(!roughness_input->link && roughness <= 1e-4f) { if(!roughness_input->link && roughness <= 1e-4f) {
VLOG(1) << "Using sharp glossy BSDF.";
distribution = CLOSURE_BSDF_REFLECTION_ID; distribution = CLOSURE_BSDF_REFLECTION_ID;
} }
} }
@ -1958,6 +1959,7 @@ void GlossyBsdfNode::simplify_settings(Scene *scene)
if(roughness_input->link == NULL && if(roughness_input->link == NULL &&
distribution == CLOSURE_BSDF_REFLECTION_ID) distribution == CLOSURE_BSDF_REFLECTION_ID)
{ {
VLOG(1) << "Using GGX glossy with filter glossy.";
distribution = CLOSURE_BSDF_MICROFACET_GGX_ID; distribution = CLOSURE_BSDF_MICROFACET_GGX_ID;
roughness = 0.0f; roughness = 0.0f;
} }
@ -2041,6 +2043,7 @@ void GlassBsdfNode::simplify_settings(Scene *scene)
* Note: Keep the epsilon in sync with kernel! * Note: Keep the epsilon in sync with kernel!
*/ */
if(!roughness_input->link && roughness <= 1e-4f) { if(!roughness_input->link && roughness <= 1e-4f) {
VLOG(1) << "Using sharp glass BSDF.";
distribution = CLOSURE_BSDF_SHARP_GLASS_ID; distribution = CLOSURE_BSDF_SHARP_GLASS_ID;
} }
} }
@ -2051,6 +2054,7 @@ void GlassBsdfNode::simplify_settings(Scene *scene)
if(roughness_input->link == NULL && if(roughness_input->link == NULL &&
distribution == CLOSURE_BSDF_SHARP_GLASS_ID) distribution == CLOSURE_BSDF_SHARP_GLASS_ID)
{ {
VLOG(1) << "Using GGX glass with filter glossy.";
distribution = CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID; distribution = CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID;
roughness = 0.0f; roughness = 0.0f;
} }
@ -2134,6 +2138,7 @@ void RefractionBsdfNode::simplify_settings(Scene *scene)
* Note: Keep the epsilon in sync with kernel! * Note: Keep the epsilon in sync with kernel!
*/ */
if(!roughness_input->link && roughness <= 1e-4f) { if(!roughness_input->link && roughness <= 1e-4f) {
VLOG(1) << "Using sharp refraction BSDF.";
distribution = CLOSURE_BSDF_REFRACTION_ID; distribution = CLOSURE_BSDF_REFRACTION_ID;
} }
} }
@ -2144,6 +2149,7 @@ void RefractionBsdfNode::simplify_settings(Scene *scene)
if(roughness_input->link == NULL && if(roughness_input->link == NULL &&
distribution == CLOSURE_BSDF_REFRACTION_ID) distribution == CLOSURE_BSDF_REFRACTION_ID)
{ {
VLOG(1) << "Using GGX refraction with filter glossy.";
distribution = CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID; distribution = CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID;
roughness = 0.0f; roughness = 0.0f;
} }