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author | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-01-23 12:00:48 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-01-23 12:00:48 +0300 |
commit | 2dfe5e30ac43af0c65a7a89d8f6ebb79056eaab7 (patch) | |
tree | 8b217d98f67681dfde985667cce6fabb33c717ed /intern/cycles/render/shader.h | |
parent | 7733bd5efc8e90f85385e5a93066158a17b14a93 (diff) |
Cycles: Don't re-generate blackbody/beckmann tables on every shaders update
This commit makes it so blackbody and beckmann lookup tables are stored on CPU
after being generated and then only being copied to the device if needed.
This solves lag of viewport update when tweaking shader tree by using 266KB of
CPU memory.
Diffstat (limited to 'intern/cycles/render/shader.h')
-rw-r--r-- | intern/cycles/render/shader.h | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/intern/cycles/render/shader.h b/intern/cycles/render/shader.h index 58960e7fc89..1d903ee3a13 100644 --- a/intern/cycles/render/shader.h +++ b/intern/cycles/render/shader.h @@ -170,6 +170,9 @@ protected: typedef unordered_map<ustring, uint, ustringHash> AttributeIDMap; AttributeIDMap unique_attribute_id; + vector<float> blackbody_table; + vector<float> beckmann_table; + size_t blackbody_table_offset; size_t beckmann_table_offset; }; |