diff options
author | Alexander Gavrilov <angavrilov@gmail.com> | 2016-08-02 12:22:43 +0300 |
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committer | Alexander Gavrilov <angavrilov@gmail.com> | 2016-08-02 18:41:15 +0300 |
commit | e54320c4883ec8276e64991e5b1604f557d4e354 (patch) | |
tree | 65c75bec93d9ad213852f182d52af6f5bc6d7a3d /intern/cycles/render/nodes.cpp | |
parent | 2f5db2e45b7a8af51b15c45bb41f5dcb49ae9d4d (diff) |
Cycles: add folding for redundant A to B to A conversions.
As a result of other folding simplifications it may happen that
two type conversion nodes end up directly connected. In some
cases it may be possible to then remove both. A realistic case
might be an optimized out Mix RGB node used to blend vectors.
It seems it's safe to optimize when B is a float3 type
(color, vector), and A is float3 or float.
Reviewers: #cycles, sergey
Reviewed By: #cycles, sergey
Subscribers: sergey
Differential Revision: https://developer.blender.org/D2134
Diffstat (limited to 'intern/cycles/render/nodes.cpp')
-rw-r--r-- | intern/cycles/render/nodes.cpp | 13 |
1 files changed, 13 insertions, 0 deletions
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp index 9009d71da2f..4f54b86fe4a 100644 --- a/intern/cycles/render/nodes.cpp +++ b/intern/cycles/render/nodes.cpp @@ -1689,6 +1689,19 @@ void ConvertNode::constant_fold(const ConstantFolder& folder) } } } + else { + ShaderInput *in = inputs[0]; + ShaderNode *prev = in->link->parent; + + /* no-op conversion of A to B to A */ + if(prev->type == node_types[to][from]) { + ShaderInput *prev_in = prev->inputs[0]; + + if(SocketType::is_float3(from) && (to == SocketType::FLOAT || SocketType::is_float3(to)) && prev_in->link) { + folder.bypass(prev_in->link); + } + } + } } void ConvertNode::compile(SVMCompiler& compiler) |