diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2019-02-19 17:41:22 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2019-02-19 18:25:48 +0300 |
commit | d6d306441fee0fbead3d48ba08166c31895de8ae (patch) | |
tree | 2faec4926ed1606e3dd7888e6f943de011d19d60 /intern/cycles/kernel/svm/svm_displace.h | |
parent | c598ad9ac6637cf2804d9fe16408888737d7dc9c (diff) |
T61513: Refactored Cycles Attribute Retrieval
There is a generic function to retrieve float and float3 attributes
`primitive_attribute_float` and primitive_attribute_float3`. Inside
these functions an prioritised if-else construction checked where
the attribute is stored and then retrieved from that location.
Actually the calling function most of the time already knows where
the data is stored. So we could simplify this by splitting these
functions and remove the check logic.
This patch splits the `primitive_attribute_float?` functions into
`primitive_surface_attribute_float?` and `primitive_volume_attribute_float?`.
What leads to less branching and more optimum kernels.
The original function is still being used by OSL and `svm_node_attr`.
This will reduce the compilation time and render time for kernels.
Especially in production scenes there is a lot of benefit.
Impact in compilation times
job | scene_name | previous | new | percentage
-------+-----------------+----------+-------+------------
t61513 | empty | 10.63 | 10.66 | 0%
t61513 | bmw | 17.91 | 17.65 | 1%
t61513 | fishycat | 19.57 | 17.68 | 10%
t61513 | barbershop | 54.10 | 24.41 | 55%
t61513 | classroom | 17.55 | 16.29 | 7%
t61513 | koro | 18.92 | 18.05 | 5%
t61513 | pavillion | 17.43 | 16.52 | 5%
t61513 | splash279 | 16.48 | 14.91 | 10%
t61513 | volume_emission | 36.22 | 21.60 | 40%
Impact in render times
job | scene_name | previous | new | percentage
-------+-----------------+----------+--------+------------
61513 | empty | 21.06 | 20.35 | 3%
61513 | bmw | 198.44 | 190.05 | 4%
61513 | fishycat | 394.20 | 401.25 | -2%
61513 | barbershop | 1188.16 | 912.39 | 23%
61513 | classroom | 341.08 | 340.38 | 0%
61513 | koro | 472.43 | 471.80 | 0%
61513 | pavillion | 905.77 | 899.80 | 1%
61513 | splash279 | 55.26 | 54.86 | 1%
61513 | volume_emission | 62.59 | 61.70 | 1%
There is also a possitive impact when using CPU and CUDA, but they are small.
I didn't split the hair logic from the surface logic due to:
* Hair and surface use same attribute types. It was not clear if it could be
splitted when looking at the code only.
* Hair and surface are quick to compile and to read. So the benefit is quite
small.
Differential Revision: https://developer.blender.org/D4375
Diffstat (limited to 'intern/cycles/kernel/svm/svm_displace.h')
-rw-r--r-- | intern/cycles/kernel/svm/svm_displace.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/intern/cycles/kernel/svm/svm_displace.h b/intern/cycles/kernel/svm/svm_displace.h index 0f5b3abef87..a69c9fe81f9 100644 --- a/intern/cycles/kernel/svm/svm_displace.h +++ b/intern/cycles/kernel/svm/svm_displace.h @@ -137,7 +137,7 @@ ccl_device void svm_node_vector_displacement(KernelGlobals *kg, ShaderData *sd, const AttributeDescriptor attr = find_attribute(kg, sd, node.z); float3 tangent; if(attr.offset != ATTR_STD_NOT_FOUND) { - tangent = primitive_attribute_float3(kg, sd, attr, NULL, NULL); + tangent = primitive_surface_attribute_float3(kg, sd, attr, NULL, NULL); } else { tangent = normalize(sd->dPdu); @@ -146,7 +146,7 @@ ccl_device void svm_node_vector_displacement(KernelGlobals *kg, ShaderData *sd, float3 bitangent = normalize(cross(normal, tangent)); const AttributeDescriptor attr_sign = find_attribute(kg, sd, node.w); if(attr_sign.offset != ATTR_STD_NOT_FOUND) { - float sign = primitive_attribute_float(kg, sd, attr_sign, NULL, NULL); + float sign = primitive_surface_attribute_float(kg, sd, attr_sign, NULL, NULL); bitangent *= sign; } |