forked from bartvdbraak/blender
Fix Cycles logging some excessive detail with default --debug-cycles
This commit is contained in:
parent
806521f703
commit
6bc54cddfb
@ -639,7 +639,7 @@ void BlenderSync::sync_camera_motion(
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/* TODO(sergey): De-duplicate calculation with camera sync. */
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float fov = 2.0f * atanf((0.5f * sensor_size) / bcam.lens / aspectratio);
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if (fov != cam->get_fov()) {
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VLOG(1) << "Camera " << b_ob.name() << " FOV change detected.";
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VLOG(3) << "Camera " << b_ob.name() << " FOV change detected.";
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if (motion_time == 0.0f) {
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cam->set_fov(fov);
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}
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@ -304,10 +304,6 @@ static void ExportCurveSegments(Scene *scene, Hair *hair, ParticleCurveData *CDa
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}
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}
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if (num_curves > 0) {
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VLOG(1) << "Exporting curve segments for mesh " << hair->name;
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}
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hair->reserve_curves(hair->num_curves() + num_curves, hair->get_curve_keys().size() + num_keys);
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num_keys = 0;
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@ -356,7 +352,7 @@ static void ExportCurveSegments(Scene *scene, Hair *hair, ParticleCurveData *CDa
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/* check allocation */
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if ((hair->get_curve_keys().size() != num_keys) || (hair->num_curves() != num_curves)) {
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VLOG(1) << "Allocation failed, clearing data";
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VLOG(1) << "Hair memory allocation failed, clearing data.";
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hair->clear(true);
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}
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}
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@ -412,16 +408,11 @@ static void export_hair_motion_validate_attribute(Hair *hair,
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if (num_motion_keys != num_keys || !have_motion) {
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/* No motion or hair "topology" changed, remove attributes again. */
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if (num_motion_keys != num_keys) {
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VLOG(1) << "Hair topology changed, removing attribute.";
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}
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else {
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VLOG(1) << "No motion, removing attribute.";
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VLOG(1) << "Hair topology changed, removing motion attribute.";
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}
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hair->attributes.remove(ATTR_STD_MOTION_VERTEX_POSITION);
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}
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else if (motion_step > 0) {
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VLOG(1) << "Filling in new motion vertex position for motion_step " << motion_step;
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/* Motion, fill up previous steps that we might have skipped because
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* they had no motion, but we need them anyway now. */
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for (int step = 0; step < motion_step; step++) {
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@ -437,16 +428,12 @@ static void export_hair_motion_validate_attribute(Hair *hair,
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static void ExportCurveSegmentsMotion(Hair *hair, ParticleCurveData *CData, int motion_step)
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{
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VLOG(1) << "Exporting curve motion segments for hair " << hair->name << ", motion step "
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<< motion_step;
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/* find attribute */
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Attribute *attr_mP = hair->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
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bool new_attribute = false;
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/* add new attribute if it doesn't exist already */
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if (!attr_mP) {
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VLOG(1) << "Creating new motion vertex position attribute";
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attr_mP = hair->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION);
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new_attribute = true;
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}
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@ -682,10 +669,6 @@ static void export_hair_curves(Scene *scene, Hair *hair, BL::Hair b_hair)
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const int num_keys = b_hair.points.length();
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const int num_curves = b_hair.curves.length();
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if (num_curves > 0) {
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VLOG(1) << "Exporting curve segments for hair " << hair->name;
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}
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hair->reserve_curves(num_curves, num_keys);
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/* Export curves and points. */
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@ -743,15 +726,11 @@ static void export_hair_curves(Scene *scene, Hair *hair, BL::Hair b_hair)
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static void export_hair_curves_motion(Hair *hair, BL::Hair b_hair, int motion_step)
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{
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VLOG(1) << "Exporting curve motion segments for hair " << hair->name << ", motion step "
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<< motion_step;
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/* Find or add attribute. */
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Attribute *attr_mP = hair->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
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bool new_attribute = false;
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if (!attr_mP) {
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VLOG(1) << "Creating new motion vertex position attribute";
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attr_mP = hair->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION);
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new_attribute = true;
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}
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@ -366,7 +366,9 @@ void BlenderSync::sync_integrator(BL::ViewLayer &b_view_layer, bool background)
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if ((preview && !preview_scrambling_distance) || use_adaptive_sampling)
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scrambling_distance = 1.0f;
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VLOG(1) << "Used Scrambling Distance: " << scrambling_distance;
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if (scrambling_distance != 1.0f) {
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VLOG(3) << "Using scrambling distance: " << scrambling_distance;
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}
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integrator->set_scrambling_distance(scrambling_distance);
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if (get_boolean(cscene, "use_fast_gi")) {
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@ -43,7 +43,7 @@ bool ConstantFolder::all_inputs_constant() const
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void ConstantFolder::make_constant(float value) const
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{
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VLOG(1) << "Folding " << node->name << "::" << output->name() << " to constant (" << value
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VLOG(3) << "Folding " << node->name << "::" << output->name() << " to constant (" << value
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<< ").";
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foreach (ShaderInput *sock, output->links) {
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@ -56,7 +56,7 @@ void ConstantFolder::make_constant(float value) const
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void ConstantFolder::make_constant(float3 value) const
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{
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VLOG(1) << "Folding " << node->name << "::" << output->name() << " to constant " << value << ".";
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VLOG(3) << "Folding " << node->name << "::" << output->name() << " to constant " << value << ".";
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foreach (ShaderInput *sock, output->links) {
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sock->set(value);
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@ -112,7 +112,7 @@ void ConstantFolder::bypass(ShaderOutput *new_output) const
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{
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assert(new_output);
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VLOG(1) << "Folding " << node->name << "::" << output->name() << " to socket "
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VLOG(3) << "Folding " << node->name << "::" << output->name() << " to socket "
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<< new_output->parent->name << "::" << new_output->name() << ".";
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/* Remove all outgoing links from socket and connect them to new_output instead.
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@ -131,7 +131,7 @@ void ConstantFolder::discard() const
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{
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assert(output->type() == SocketType::CLOSURE);
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VLOG(1) << "Discarding closure " << node->name << ".";
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VLOG(3) << "Discarding closure " << node->name << ".";
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graph->disconnect(output);
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}
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@ -2397,7 +2397,7 @@ void GlossyBsdfNode::simplify_settings(Scene *scene)
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* Note: Keep the epsilon in sync with kernel!
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*/
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if (!roughness_input->link && roughness <= 1e-4f) {
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VLOG(1) << "Using sharp glossy BSDF.";
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VLOG(3) << "Using sharp glossy BSDF.";
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distribution = CLOSURE_BSDF_REFLECTION_ID;
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}
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}
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@ -2406,7 +2406,7 @@ void GlossyBsdfNode::simplify_settings(Scene *scene)
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* benefit from closure blur to remove unwanted noise.
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*/
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if (roughness_input->link == NULL && distribution == CLOSURE_BSDF_REFLECTION_ID) {
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VLOG(1) << "Using GGX glossy with filter glossy.";
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VLOG(3) << "Using GGX glossy with filter glossy.";
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distribution = CLOSURE_BSDF_MICROFACET_GGX_ID;
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roughness = 0.0f;
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}
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@ -2490,7 +2490,7 @@ void GlassBsdfNode::simplify_settings(Scene *scene)
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* Note: Keep the epsilon in sync with kernel!
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*/
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if (!roughness_input->link && roughness <= 1e-4f) {
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VLOG(1) << "Using sharp glass BSDF.";
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VLOG(3) << "Using sharp glass BSDF.";
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distribution = CLOSURE_BSDF_SHARP_GLASS_ID;
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}
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}
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@ -2499,7 +2499,7 @@ void GlassBsdfNode::simplify_settings(Scene *scene)
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* benefit from closure blur to remove unwanted noise.
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*/
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if (roughness_input->link == NULL && distribution == CLOSURE_BSDF_SHARP_GLASS_ID) {
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VLOG(1) << "Using GGX glass with filter glossy.";
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VLOG(3) << "Using GGX glass with filter glossy.";
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distribution = CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID;
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roughness = 0.0f;
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}
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@ -2583,7 +2583,7 @@ void RefractionBsdfNode::simplify_settings(Scene *scene)
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* Note: Keep the epsilon in sync with kernel!
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*/
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if (!roughness_input->link && roughness <= 1e-4f) {
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VLOG(1) << "Using sharp refraction BSDF.";
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VLOG(3) << "Using sharp refraction BSDF.";
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distribution = CLOSURE_BSDF_REFRACTION_ID;
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}
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}
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@ -2592,7 +2592,7 @@ void RefractionBsdfNode::simplify_settings(Scene *scene)
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* benefit from closure blur to remove unwanted noise.
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*/
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if (roughness_input->link == NULL && distribution == CLOSURE_BSDF_REFRACTION_ID) {
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VLOG(1) << "Using GGX refraction with filter glossy.";
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VLOG(3) << "Using GGX refraction with filter glossy.";
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distribution = CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID;
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roughness = 0.0f;
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}
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@ -64,7 +64,7 @@ void SVMShaderManager::device_update_shader(Scene *scene,
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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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VLOG(2) << "Compilation summary:\n"
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VLOG(3) << "Compilation summary:\n"
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<< "Shader name: " << shader->name << "\n"
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<< summary.full_report();
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}
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