forked from bartvdbraak/blender
Cycles: Speedup by avoiding extra calculations in noise texture when unneeded
Noise texture is now faster when the color socket is unused. Potential for speedup spotted by @nutel. Some performance results: Render Time Before After Difference Gooseberry benchmark 47:51.34 45:55.57 -4% Koro 12:24.92 12:18.46 -0.8% Simple cube (Color socket) 48.53 48.72 +0.3% Simple cube (Fac socket) 48.74 32.78 -32.7% Goethe displacement 1:21.18 1:08.47 -15.6% Cycles brick displacement 3:02.38 2:16.76 -25.0% Large displacement scene 23:54.12 20:09.62 -15.6% Reviewed By: sergey Differential Revision: https://developer.blender.org/D2513
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@ -18,8 +18,19 @@ CCL_NAMESPACE_BEGIN
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/* Noise */
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ccl_device_inline void svm_noise(float3 p, float detail, float distortion, float *fac, float3 *color)
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ccl_device void svm_node_tex_noise(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
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{
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uint co_offset, scale_offset, detail_offset, distortion_offset, fac_offset, color_offset;
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decode_node_uchar4(node.y, &co_offset, &scale_offset, &detail_offset, &distortion_offset);
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decode_node_uchar4(node.z, &color_offset, &fac_offset, NULL, NULL);
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uint4 node2 = read_node(kg, offset);
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float scale = stack_load_float_default(stack, scale_offset, node2.x);
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float detail = stack_load_float_default(stack, detail_offset, node2.y);
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float distortion = stack_load_float_default(stack, distortion_offset, node2.z);
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float3 p = stack_load_float3(stack, co_offset) * scale;
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int hard = 0;
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if(distortion != 0.0f) {
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@ -32,36 +43,17 @@ ccl_device_inline void svm_noise(float3 p, float detail, float distortion, float
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p += r;
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}
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*fac = noise_turbulence(p, detail, hard);
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*color = make_float3(*fac,
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noise_turbulence(make_float3(p.y, p.x, p.z), detail, hard),
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noise_turbulence(make_float3(p.y, p.z, p.x), detail, hard));
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}
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float f = noise_turbulence(p, detail, hard);
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ccl_device void svm_node_tex_noise(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
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{
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uint co_offset, scale_offset, detail_offset, distortion_offset, fac_offset, color_offset;
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decode_node_uchar4(node.y, &co_offset, &scale_offset, &detail_offset, &distortion_offset);
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uint4 node2 = read_node(kg, offset);
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float scale = stack_load_float_default(stack, scale_offset, node2.x);
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float detail = stack_load_float_default(stack, detail_offset, node2.y);
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float distortion = stack_load_float_default(stack, distortion_offset, node2.z);
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float3 co = stack_load_float3(stack, co_offset);
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float3 color;
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float f;
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svm_noise(co*scale, detail, distortion, &f, &color);
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decode_node_uchar4(node.z, &color_offset, &fac_offset, NULL, NULL);
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if(stack_valid(fac_offset))
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if(stack_valid(fac_offset)) {
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stack_store_float(stack, fac_offset, f);
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if(stack_valid(color_offset))
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}
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if(stack_valid(color_offset)) {
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float3 color = make_float3(f,
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noise_turbulence(make_float3(p.y, p.x, p.z), detail, hard),
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noise_turbulence(make_float3(p.y, p.z, p.x), detail, hard));
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stack_store_float3(stack, color_offset, color);
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}
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}
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CCL_NAMESPACE_END
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