diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-12-20 23:26:57 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-12-20 23:26:57 +0400 |
commit | abd3c876637d8bf870d83364ed194fabae7eea85 (patch) | |
tree | 213ff8325cb62f1233aaa00b3260f59071669965 /intern/cycles/render/object.cpp | |
parent | e7731cbede93af16a9cd5ceef9f6a222fc3a6772 (diff) |
Cycles: reduce memory usage of instanced objects by about 40%, as long as the
motion vector pass is not enabled.
Diffstat (limited to 'intern/cycles/render/object.cpp')
-rw-r--r-- | intern/cycles/render/object.cpp | 30 |
1 files changed, 18 insertions, 12 deletions
diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp index bd9f16d64ef..5df8e8c1368 100644 --- a/intern/cycles/render/object.cpp +++ b/intern/cycles/render/object.cpp @@ -150,12 +150,17 @@ ObjectManager::~ObjectManager() void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene, Scene *scene, uint *object_flag, Progress& progress) { - float4 *objects = dscene->objects.resize(OBJECT_SIZE*scene->objects.size()); + float4 *objects; + float4 *objects_vector = NULL; int i = 0; map<Mesh*, float> surface_area_map; Scene::MotionType need_motion = scene->need_motion(device->info.advanced_shading); bool have_motion = false; + objects = dscene->objects.resize(OBJECT_SIZE*scene->objects.size()); + if(need_motion == Scene::MOTION_PASS) + objects_vector = dscene->objects_vector.resize(OBJECT_VECTOR_SIZE*scene->objects.size()); + foreach(Object *ob, scene->objects) { Mesh *mesh = ob->mesh; uint flag = 0; @@ -205,8 +210,8 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene int offset = i*OBJECT_SIZE; memcpy(&objects[offset], &tfm, sizeof(float4)*3); - memcpy(&objects[offset+3], &itfm, sizeof(float4)*3); - objects[offset+6] = make_float4(surface_area, pass_id, random_number, __int_as_float(ob->particle_id)); + memcpy(&objects[offset+4], &itfm, sizeof(float4)*3); + objects[offset+8] = make_float4(surface_area, pass_id, random_number, __int_as_float(ob->particle_id)); if(need_motion == Scene::MOTION_PASS) { /* motion transformations, is world/object space depending if mesh @@ -220,8 +225,8 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene if(!mesh->attributes.find(ATTR_STD_MOTION_POST)) mtfm_post = mtfm_post * itfm; - memcpy(&objects[offset+8], &mtfm_pre, sizeof(float4)*4); - memcpy(&objects[offset+12], &mtfm_post, sizeof(float4)*4); + memcpy(&objects_vector[i*OBJECT_VECTOR_SIZE+0], &mtfm_pre, sizeof(float4)*3); + memcpy(&objects_vector[i*OBJECT_VECTOR_SIZE+3], &mtfm_post, sizeof(float4)*3); } #ifdef __OBJECT_MOTION__ else if(need_motion == Scene::MOTION_BLUR) { @@ -230,20 +235,16 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene DecompMotionTransform decomp; transform_motion_decompose(&decomp, &ob->motion, &ob->tfm); - memcpy(&objects[offset+8], &decomp, sizeof(float4)*8); + memcpy(&objects[offset], &decomp, sizeof(float4)*8); flag |= SD_OBJECT_MOTION; have_motion = true; } - else { - float4 no_motion = make_float4(FLT_MAX); - memcpy(&objects[offset+8], &no_motion, sizeof(float4)*8); - } } #endif /* dupli object coords */ - objects[offset+16] = make_float4(ob->dupli_generated[0], ob->dupli_generated[1], ob->dupli_generated[2], 0.0f); - objects[offset+17] = make_float4(ob->dupli_uv[0], ob->dupli_uv[1], 0.0f, 0.0f); + objects[offset+9] = make_float4(ob->dupli_generated[0], ob->dupli_generated[1], ob->dupli_generated[2], 0.0f); + objects[offset+10] = make_float4(ob->dupli_uv[0], ob->dupli_uv[1], 0.0f, 0.0f); /* object flag */ if(ob->use_holdout) @@ -256,6 +257,8 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene } device->tex_alloc("__objects", dscene->objects); + if(need_motion == Scene::MOTION_PASS) + device->tex_alloc("__objects_vector", dscene->objects_vector); dscene->data.bvh.have_motion = have_motion; } @@ -297,6 +300,9 @@ void ObjectManager::device_free(Device *device, DeviceScene *dscene) device->tex_free(dscene->objects); dscene->objects.clear(); + device->tex_free(dscene->objects_vector); + dscene->objects_vector.clear(); + device->tex_free(dscene->object_flag); dscene->object_flag.clear(); } |