DescriptionIf you called context->execute() with a "sparse" set of runflags (such as if you were picking the subset of a set of rays that hit objects with the same shaders), it would use those runflags for any unconditionally-run layers, but lazy layer evaluation was done with all points on, which is very wasteful for sparse run sets. This change records the top-level original runflags passed in, and uses those runflags when running upstream layers lazily.
Patch Set 1 #
MessagesTotal messages: 4
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