[Bf-blender-cvs] [059b7a8] master: Cycles: Implement constant fold for the ConvertNode.
Thomas Dinges
noreply at git.blender.org
Wed Dec 23 21:48:36 CET 2015
Commit: 059b7a81e2a1ce19ac3c4262bd86eb8d961d5582
Author: Thomas Dinges
Date: Wed Dec 23 21:41:59 2015 +0100
Branches: master
https://developer.blender.org/rB059b7a81e2a1ce19ac3c4262bd86eb8d961d5582
Cycles: Implement constant fold for the ConvertNode.
This way socket type conversions (such as color to float, or float to vector) do not stop the folding process.
Example: http://www.pasteall.org/pic/show.php?id=96803 (selected nodes are folded).
===================================================================
M intern/cycles/render/nodes.cpp
M intern/cycles/render/nodes.h
===================================================================
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 74a0d20..870efda 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -1621,6 +1621,56 @@ ConvertNode::ConvertNode(ShaderSocketType from_, ShaderSocketType to_, bool auto
assert(0);
}
+bool ConvertNode::constant_fold(ShaderOutput *socket, float3 *optimized_value)
+{
+ ShaderInput *in = inputs[0];
+ float3 value = in->value;
+
+ /* TODO(DingTo): conversion from/to int is not supported yet, don't fold in that case */
+
+ if(socket == outputs[0] && in->link == NULL) {
+ if(from == SHADER_SOCKET_FLOAT) {
+ if(to == SHADER_SOCKET_INT)
+ /* float to int */
+ return false;
+ else
+ /* float to float3 */
+ *optimized_value = make_float3(value.x, value.x, value.x);
+ }
+ else if(from == SHADER_SOCKET_INT) {
+ if(to == SHADER_SOCKET_FLOAT)
+ /* int to float */
+ return false;
+ else
+ /* int to vector/point/normal */
+ return false;
+ }
+ else if(to == SHADER_SOCKET_FLOAT) {
+ if(from == SHADER_SOCKET_COLOR)
+ /* color to float */
+ optimized_value->x = linear_rgb_to_gray(value);
+ else
+ /* vector/point/normal to float */
+ optimized_value->x = average(value);
+ }
+ else if(to == SHADER_SOCKET_INT) {
+ if(from == SHADER_SOCKET_COLOR)
+ /* color to int */
+ return false;
+ else
+ /* vector/point/normal to int */
+ return false;
+ }
+ else {
+ *optimized_value = value;
+ }
+
+ return true;
+ }
+
+ return false;
+}
+
void ConvertNode::compile(SVMCompiler& compiler)
{
ShaderInput *in = inputs[0];
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h
index 8c5f665..5d0a9eb 100644
--- a/intern/cycles/render/nodes.h
+++ b/intern/cycles/render/nodes.h
@@ -252,6 +252,8 @@ public:
ConvertNode(ShaderSocketType from, ShaderSocketType to, bool autoconvert = false);
SHADER_NODE_BASE_CLASS(ConvertNode)
+ bool constant_fold(ShaderOutput *socket, float3 *optimized_value);
+
ShaderSocketType from, to;
};
More information about the Bf-blender-cvs
mailing list