[Bf-blender-cvs] [4e9b17da4c] master: Cycles: Speedup by avoiding extra calculations in noise texture when unneeded
Mai Lavelle
noreply at git.blender.org
Tue Feb 21 13:25:04 CET 2017
Commit: 4e9b17da4ca7b0b77b796080217af495b9bd180b
Author: Mai Lavelle
Date: Tue Feb 21 07:24:33 2017 -0500
Branches: master
https://developer.blender.org/rB4e9b17da4ca7b0b77b796080217af495b9bd180b
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
===================================================================
M intern/cycles/kernel/svm/svm_noisetex.h
===================================================================
diff --git a/intern/cycles/kernel/svm/svm_noisetex.h b/intern/cycles/kernel/svm/svm_noisetex.h
index 62ff38cf1c..0347ab7b19 100644
--- a/intern/cycles/kernel/svm/svm_noisetex.h
+++ b/intern/cycles/kernel/svm/svm_noisetex.h
@@ -18,50 +18,42 @@ CCL_NAMESPACE_BEGIN
/* Noise */
-ccl_device_inline void svm_noise(float3 p, float detail, float distortion, float *fac, float3 *color)
-{
- 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;
- }
-
- *fac = noise_turbulence(p, detail, hard);
- *color = make_float3(*fac,
- noise_turbulence(make_float3(p.y, p.x, p.z), detail, hard),
- noise_turbulence(make_float3(p.y, p.z, p.x), detail, hard));
-}
-
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 co = stack_load_float3(stack, co_offset);
+ float3 p = stack_load_float3(stack, co_offset) * scale;
+ int hard = 0;
- float3 color;
- float f;
+ 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;
- svm_noise(co*scale, detail, distortion, &f, &color);
+ p += r;
+ }
- decode_node_uchar4(node.z, &color_offset, &fac_offset, NULL, NULL);
+ float f = noise_turbulence(p, detail, hard);
- if(stack_valid(fac_offset))
+ if(stack_valid(fac_offset)) {
stack_store_float(stack, fac_offset, f);
- if(stack_valid(color_offset))
+ }
+ 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
More information about the Bf-blender-cvs
mailing list