blender/intern/cycles/kernel/svm/svm_noisetex.h
Mai Lavelle 4e9b17da4c 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
2017-02-21 07:24:33 -05:00

61 lines
1.9 KiB
C

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
/* Noise */
ccl_device void svm_node_tex_noise(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
{
uint co_offset, scale_offset, detail_offset, distortion_offset, fac_offset, color_offset;
decode_node_uchar4(node.y, &co_offset, &scale_offset, &detail_offset, &distortion_offset);
decode_node_uchar4(node.z, &color_offset, &fac_offset, NULL, NULL);
uint4 node2 = read_node(kg, offset);
float scale = stack_load_float_default(stack, scale_offset, node2.x);
float detail = stack_load_float_default(stack, detail_offset, node2.y);
float distortion = stack_load_float_default(stack, distortion_offset, node2.z);
float3 p = stack_load_float3(stack, co_offset) * scale;
int hard = 0;
if(distortion != 0.0f) {
float3 r, offset = make_float3(13.5f, 13.5f, 13.5f);
r.x = noise(p + offset) * distortion;
r.y = noise(p) * distortion;
r.z = noise(p - offset) * distortion;
p += r;
}
float f = noise_turbulence(p, detail, hard);
if(stack_valid(fac_offset)) {
stack_store_float(stack, fac_offset, f);
}
if(stack_valid(color_offset)) {
float3 color = make_float3(f,
noise_turbulence(make_float3(p.y, p.x, p.z), detail, hard),
noise_turbulence(make_float3(p.y, p.z, p.x), detail, hard));
stack_store_float3(stack, color_offset, color);
}
}
CCL_NAMESPACE_END