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authorThomas Dinges <blender@dingto.org>2014-06-13 23:27:21 +0400
committerThomas Dinges <blender@dingto.org>2014-06-13 23:59:13 +0400
commit49df707496e505c8a8b21c1ea36b479e950cc66c (patch)
tree29ad1b81a9cc9cbb020d114772319171500fab61 /intern/cycles/kernel/kernel_shader.h
parentcd5e1ff74e4f6443f3e4b836dd23fe46b56cb7ed (diff)
Cycles: Calculate face normal on the fly.
Instead of pre-calculation and storage, we now calculate the face normal during render. This gives a small slowdown (~1%) but decreases memory usage, which is especially important for GPUs, where you have limited VRAM. Part of my GSoC 2014.
Diffstat (limited to 'intern/cycles/kernel/kernel_shader.h')
-rw-r--r--intern/cycles/kernel/kernel_shader.h13
1 files changed, 5 insertions, 8 deletions
diff --git a/intern/cycles/kernel/kernel_shader.h b/intern/cycles/kernel/kernel_shader.h
index c6a7f9f1570..0ea21a85fcb 100644
--- a/intern/cycles/kernel/kernel_shader.h
+++ b/intern/cycles/kernel/kernel_shader.h
@@ -86,9 +86,8 @@ ccl_device void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
#endif
if(sd->type & PRIMITIVE_TRIANGLE) {
/* static triangle */
- float4 Ns = kernel_tex_fetch(__tri_normal, sd->prim);
- float3 Ng = make_float3(Ns.x, Ns.y, Ns.z);
- sd->shader = __float_as_int(Ns.w);
+ float3 Ng = triangle_normal(kg, sd->prim);
+ sd->shader = __float_as_int(kernel_tex_fetch(__tri_shader, sd->prim));
/* vectors */
sd->P = triangle_refine(kg, sd, isect, ray);
@@ -166,9 +165,8 @@ ccl_device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderDat
/* fetch triangle data */
if(sd->type == PRIMITIVE_TRIANGLE) {
- float4 Ns = kernel_tex_fetch(__tri_normal, sd->prim);
- float3 Ng = make_float3(Ns.x, Ns.y, Ns.z);
- sd->shader = __float_as_int(Ns.w);
+ float3 Ng = triangle_normal(kg, sd->prim);
+ sd->shader = __float_as_int(kernel_tex_fetch(__tri_shader, sd->prim));
/* static triangle */
sd->P = triangle_refine_subsurface(kg, sd, isect, ray);
@@ -1028,8 +1026,7 @@ ccl_device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect
#ifdef __HAIR__
if(kernel_tex_fetch(__prim_type, isect->prim) & PRIMITIVE_ALL_TRIANGLE) {
#endif
- float4 Ns = kernel_tex_fetch(__tri_normal, prim);
- shader = __float_as_int(Ns.w);
+ shader = __float_as_int(kernel_tex_fetch(__tri_shader, prim));
#ifdef __HAIR__
}
else {