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authorBrecht Van Lommel <brecht@blender.org>2022-08-11 17:53:11 +0300
committerBrecht Van Lommel <brecht@blender.org>2022-08-15 14:48:02 +0300
commite949d6da5bd347663addd583ff3f0211c96b81c8 (patch)
tree4a7478de4eb8fbd4c67989d94bc8e7c0353bca94 /intern/cycles/scene
parentd8841d0aa341e05c8cb9559b116b7e2a9ec11882 (diff)
Cycles: simplify handling of ray differentials
* Store compact ray differentials in ShaderData and compute full differentials on demand. This reduces register pressure on the GPU. * Remove BSDF differential code that was effectively doing nothing as the differential orientation was discarded when making it compact. This gives a 1-5% speedup with RTX A6000 + OptiX in our benchmarks, with the bigger speedups in simpler scenes. Renders appear to be identical except for the Both displacement option that does both displacement and bump. Differential Revision: https://developer.blender.org/D15677
Diffstat (limited to 'intern/cycles/scene')
-rw-r--r--intern/cycles/scene/camera.cpp5
1 files changed, 1 insertions, 4 deletions
diff --git a/intern/cycles/scene/camera.cpp b/intern/cycles/scene/camera.cpp
index eec269ab542..d9e574873bd 100644
--- a/intern/cycles/scene/camera.cpp
+++ b/intern/cycles/scene/camera.cpp
@@ -772,10 +772,7 @@ float Camera::world_to_raster_size(float3 P)
#endif
/* TODO: would it help to use more accurate differentials here? */
- differential3 dP;
- differential_transfer_compact(&dP, ray.dP, ray.D, ray.dD, ray.D, dist);
-
- return max(len(dP.dx), len(dP.dy));
+ return differential_transfer_compact(ray.dP, ray.D, ray.dD, dist);
}
return res;