Cycles / Shader Graph optimization:

* Unnecessary shader inputs inside the Mix Shader are now ignored, in case the factor is 0.0 / 1.0 and not connected. 
This way we save some render time for complex node graphs. 

Example: http://www.pasteall.org/pic/show.php?id=48226
Check the Mix Shader at the end: In this case, Cycles will now avoid the complete huge shader tree, and only calculate the Diffuse Shader.
Rendertime decreased from 1:50 min to 1:20 min on CPU. GPU rendering benefits as well from this. 

This only affects SVM, OSL was already doing these optimizations.
This commit is contained in:
Thomas Dinges 2013-03-31 01:18:10 +00:00
parent 1fea6220a2
commit 2c58e96685

@ -365,6 +365,45 @@ void ShaderGraph::remove_proxy_nodes(vector<bool>& removed)
}
}
}
/* remove unused mix closure input when factor is 0.0 or 1.0 */
if(node->special_type == SHADER_SPECIAL_TYPE_MIX_CLOSURE) {
MixClosureNode *mix = static_cast<MixClosureNode*>(node);
/* Check for closure links and make sure factor link is disconnected */
if(mix->outputs[0]->links.size() && mix->inputs[1]->link && mix->inputs[2]->link && !mix->inputs[0]->link) {
/* Factor 0.0 */
if(mix->inputs[0]->value.x == 0.0f) {
ShaderOutput *output = mix->inputs[1]->link;
vector<ShaderInput*> inputs = mix->outputs[0]->links;
foreach(ShaderInput *sock, mix->inputs)
if(sock->link)
disconnect(sock);
foreach(ShaderInput *input, inputs) {
disconnect(input);
if (output)
connect(output, input);
}
}
/* Factor 1.0 */
else if (mix->inputs[0]->value.x == 1.0f) {
ShaderOutput *output = mix->inputs[2]->link;
vector<ShaderInput*> inputs = mix->outputs[0]->links;
foreach(ShaderInput *sock, mix->inputs)
if(sock->link)
disconnect(sock);
foreach(ShaderInput *input, inputs) {
disconnect(input);
if (output)
connect(output, input);
}
}
}
}
}
}