diff options
author | Brecht Van Lommel <brecht@blender.org> | 2022-08-11 17:53:11 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2022-08-15 14:48:02 +0300 |
commit | e949d6da5bd347663addd583ff3f0211c96b81c8 (patch) | |
tree | 4a7478de4eb8fbd4c67989d94bc8e7c0353bca94 /intern/cycles/kernel/closure/bsdf_principled_diffuse.h | |
parent | d8841d0aa341e05c8cb9559b116b7e2a9ec11882 (diff) |
Cycles: simplify handling of ray differentials
* Store compact ray differentials in ShaderData and compute full differentials
on demand. This reduces register pressure on the GPU.
* Remove BSDF differential code that was effectively doing nothing as the
differential orientation was discarded when making it compact.
This gives a 1-5% speedup with RTX A6000 + OptiX in our benchmarks, with the
bigger speedups in simpler scenes.
Renders appear to be identical except for the Both displacement option that
does both displacement and bump.
Differential Revision: https://developer.blender.org/D15677
Diffstat (limited to 'intern/cycles/kernel/closure/bsdf_principled_diffuse.h')
-rw-r--r-- | intern/cycles/kernel/closure/bsdf_principled_diffuse.h | 10 |
1 files changed, 0 insertions, 10 deletions
diff --git a/intern/cycles/kernel/closure/bsdf_principled_diffuse.h b/intern/cycles/kernel/closure/bsdf_principled_diffuse.h index 90ef252b3b9..39cca1bd970 100644 --- a/intern/cycles/kernel/closure/bsdf_principled_diffuse.h +++ b/intern/cycles/kernel/closure/bsdf_principled_diffuse.h @@ -142,14 +142,10 @@ ccl_device Spectrum bsdf_principled_diffuse_eval_transmit(ccl_private const Shad ccl_device int bsdf_principled_diffuse_sample(ccl_private const ShaderClosure *sc, float3 Ng, float3 I, - float3 dIdx, - float3 dIdy, float randu, float randv, ccl_private Spectrum *eval, ccl_private float3 *omega_in, - ccl_private float3 *domega_in_dx, - ccl_private float3 *domega_in_dy, ccl_private float *pdf) { ccl_private const PrincipledDiffuseBsdf *bsdf = (ccl_private const PrincipledDiffuseBsdf *)sc; @@ -160,12 +156,6 @@ ccl_device int bsdf_principled_diffuse_sample(ccl_private const ShaderClosure *s if (dot(Ng, *omega_in) > 0) { *eval = bsdf_principled_diffuse_compute_brdf(bsdf, N, I, *omega_in, pdf); - -#ifdef __RAY_DIFFERENTIALS__ - // TODO: find a better approximation for the diffuse bounce - *domega_in_dx = -((2 * dot(N, dIdx)) * N - dIdx); - *domega_in_dy = -((2 * dot(N, dIdy)) * N - dIdy); -#endif } else { *pdf = 0.0f; |