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authorSergey Sharybin <sergey.vfx@gmail.com>2015-04-27 22:13:03 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-04-27 22:38:32 +0300
commitae7d84dbc1936ef7ddd00f9c22d074389f97f04f (patch)
tree7103596bc78785ed769e90c1570d654cc14a839d /intern/cycles/kernel/kernel_passes.h
parent278ff15c7f3c4a91ba049b7a13ecf8a4183ebf67 (diff)
Cycles: Use native saturate function for CUDA
This more a workaround for CUDA optimizer which can't optimize clamp(x, 0, 1) into a single instruction and uses 4 instructions instead. Original patch by @lockal with own modification: Don't make changes outside of the kernel. They don't make any difference anyway and term saturate() has a bit different meaning outside of kernel. This gives around 2% of speedup in Barcelona file, but in more complex shader setups with lots of math nodes with clamping speedup could be much nicer. Subscribers: dingto Projects: #cycles Differential Revision: https://developer.blender.org/D1224
Diffstat (limited to 'intern/cycles/kernel/kernel_passes.h')
-rw-r--r--intern/cycles/kernel/kernel_passes.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/kernel/kernel_passes.h b/intern/cycles/kernel/kernel_passes.h
index 6bb39ee485d..8910e26fcc6 100644
--- a/intern/cycles/kernel/kernel_passes.h
+++ b/intern/cycles/kernel/kernel_passes.h
@@ -102,7 +102,7 @@ ccl_device_inline void kernel_write_data_passes(KernelGlobals *kg, ccl_global fl
float mist_inv_depth = kernel_data.film.mist_inv_depth;
float depth = camera_distance(kg, sd->P);
- float mist = clamp((depth - mist_start)*mist_inv_depth, 0.0f, 1.0f);
+ float mist = saturate((depth - mist_start)*mist_inv_depth);
/* falloff */
float mist_falloff = kernel_data.film.mist_falloff;