Cycles: Use pre-aligned triangle vertex coordinates for subsurface intersection

This gives small speedup (around 2% in quick tests) for ray scattering.
This commit is contained in:
Sergey Sharybin 2015-02-04 14:49:19 +05:00
parent d16ac1e152
commit da06dab4e5

@ -211,8 +211,9 @@ ccl_device_inline void triangle_intersect_subsurface(
/* Calculate vertices relative to ray origin. */
float3 tri[3];
int prim = kernel_tex_fetch(__prim_index, triAddr);
triangle_vertices(kg, prim, tri);
tri[0] = float4_to_float3(kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+0));
tri[1] = float4_to_float3(kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+1));
tri[2] = float4_to_float3(kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+2));
const float3 A = tri[0] - P;
const float3 B = tri[1] - P;
@ -389,8 +390,9 @@ ccl_device_inline float3 triangle_refine_subsurface(KernelGlobals *kg,
P = P + D*t;
float3 tri[3];
int prim = kernel_tex_fetch(__prim_index, isect->prim);
triangle_vertices(kg, prim, tri);
tri[0] = float4_to_float3(kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+0));
tri[1] = float4_to_float3(kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+1));
tri[2] = float4_to_float3(kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+2));
float3 edge1 = tri[0] - tri[2];
float3 edge2 = tri[1] - tri[2];