Cycles: expose direct light sampling option in Debug panel, tweak panel layout
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@ -429,7 +429,7 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
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)
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direct_light_sampling_type: EnumProperty(
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name="Direct Light Sampling Type",
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name="Direct Light Sampling",
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description="The type of strategy used for sampling direct light contributions",
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items=enum_direct_light_sampling_type,
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default='MULTIPLE_IMPORTANCE_SAMPLING',
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@ -1819,37 +1819,38 @@ class CYCLES_RENDER_PT_debug(CyclesDebugButtonsPanel, Panel):
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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scene = context.scene
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cscene = scene.cycles
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col = layout.column()
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col = layout.column(heading="CPU")
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col.label(text="CPU Flags:")
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row = col.row(align=True)
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row.prop(cscene, "debug_use_cpu_sse2", toggle=True)
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row.prop(cscene, "debug_use_cpu_sse3", toggle=True)
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row.prop(cscene, "debug_use_cpu_sse41", toggle=True)
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row.prop(cscene, "debug_use_cpu_avx", toggle=True)
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row.prop(cscene, "debug_use_cpu_avx2", toggle=True)
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col.prop(cscene, "debug_bvh_layout")
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col.prop(cscene, "debug_bvh_layout", text="BVH")
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col.separator()
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col = layout.column()
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col.label(text="CUDA Flags:")
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col = layout.column(heading="CUDA")
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col.prop(cscene, "debug_use_cuda_adaptive_compile")
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col = layout.column(heading="OptiX")
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col.prop(cscene, "debug_use_optix_debug", text="Module Debug")
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col.separator()
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col = layout.column()
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col.label(text="OptiX Flags:")
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col.prop(cscene, "debug_use_optix_debug")
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col.prop(cscene, "debug_bvh_type", text="Viewport BVH")
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col.separator()
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col = layout.column()
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col.prop(cscene, "debug_bvh_type")
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import _cycles
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if _cycles.with_debug:
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col.prop(cscene, "direct_light_sampling_type")
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class CYCLES_RENDER_PT_simplify(CyclesButtonsPanel, Panel):
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@ -1054,5 +1054,13 @@ void *CCL_python_module_init()
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Py_INCREF(Py_False);
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}
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#ifdef WITH_CYCLES_DEBUG
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PyModule_AddObject(mod, "with_debug", Py_True);
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Py_INCREF(Py_True);
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#else /* WITH_CYCLES_DEBUG */
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PyModule_AddObject(mod, "with_debug", Py_False);
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Py_INCREF(Py_False);
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#endif /* WITH_CYCLES_DEBUG */
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return (void *)mod;
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}
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@ -406,6 +406,9 @@ bool RenderScheduler::set_postprocess_render_work(RenderWork *render_work)
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any_scheduled = true;
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}
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/* Force update. */
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any_scheduled = true;
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if (any_scheduled) {
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render_work->display.update = true;
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}
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