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authorSergey Sharybin <sergey.vfx@gmail.com>2017-03-21 19:18:25 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-04-18 12:20:39 +0300
commitdd356ec08d07ac61c7cf1ddba3772b2df1e176a6 (patch)
tree9c4707b0bcfa8967161e0cc0355095eabb39c442 /intern
parentbb8f7784ce1b159cd47d0f960589a18c90ceb32f (diff)
Cycles: Remove meaningless volume shaders
This is possible to use surface-only nodes and connect them to volume output. If there was something connected to surface output those extra connections will not change anything visually but will force volume features to be included into feature-adaptive kernels. In fact, this exact reason seems to be causing slowdown of Barcelone file comparing AMD OpenCL to NVidia CUDA. Currently only supported by the final F12 renders because of the current design of what gets optimized out when and how feature-adaptive kernel accesses list of required features. Reviewers: dingto, nirved, maiself, lukasstockner97, brecht Reviewed By: brecht Subscribers: bliblubli Differential Revision: https://developer.blender.org/D2569
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/render/graph.cpp61
-rw-r--r--intern/cycles/render/graph.h3
-rw-r--r--intern/cycles/render/nodes.h2
3 files changed, 54 insertions, 12 deletions
diff --git a/intern/cycles/render/graph.cpp b/intern/cycles/render/graph.cpp
index 12fff8e5587..4dac078e151 100644
--- a/intern/cycles/render/graph.cpp
+++ b/intern/cycles/render/graph.cpp
@@ -423,7 +423,8 @@ void ShaderGraph::copy_nodes(ShaderNodeSet& nodes, ShaderNodeMap& nnodemap)
/* Graph simplification */
/* ******************** */
-/* Step 1: Remove proxy nodes.
+/* Remove proxy nodes.
+ *
* These only exists temporarily when exporting groups, and we must remove them
* early so that node->attributes() and default links do not see them.
*/
@@ -493,7 +494,8 @@ void ShaderGraph::remove_proxy_nodes()
}
}
-/* Step 2: Constant folding.
+/* Constant folding.
+ *
* Try to constant fold some nodes, and pipe result directly to
* the input socket of connected nodes.
*/
@@ -554,7 +556,7 @@ void ShaderGraph::constant_fold()
}
}
-/* Step 3: Simplification. */
+/* Simplification. */
void ShaderGraph::simplify_settings(Scene *scene)
{
foreach(ShaderNode *node, nodes) {
@@ -562,7 +564,7 @@ void ShaderGraph::simplify_settings(Scene *scene)
}
}
-/* Step 4: Deduplicate nodes with same settings. */
+/* Deduplicate nodes with same settings. */
void ShaderGraph::deduplicate_nodes()
{
/* NOTES:
@@ -638,6 +640,48 @@ void ShaderGraph::deduplicate_nodes()
}
}
+/* Check whether volume output has meaningful nodes, otherwise
+ * disconnect the output.
+ */
+void ShaderGraph::verify_volume_output()
+{
+ /* Check whether we can optimize the whole volume graph out. */
+ ShaderInput *volume_in = output()->input("Volume");
+ if(volume_in->link == NULL) {
+ return;
+ }
+ bool has_valid_volume = false;
+ ShaderNodeSet scheduled;
+ queue<ShaderNode*> traverse_queue;
+ /* Schedule volume output. */
+ traverse_queue.push(volume_in->link->parent);
+ scheduled.insert(volume_in->link->parent);
+ /* Traverse down the tree. */
+ while(!traverse_queue.empty()) {
+ ShaderNode *node = traverse_queue.front();
+ traverse_queue.pop();
+ /* Node is fully valid for volume, can't optimize anything out. */
+ if(node->has_volume_support()) {
+ has_valid_volume = true;
+ break;
+ }
+ foreach(ShaderInput *input, node->inputs) {
+ if(input->link == NULL) {
+ continue;
+ }
+ if(scheduled.find(input->link->parent) != scheduled.end()) {
+ continue;
+ }
+ traverse_queue.push(input->link->parent);
+ scheduled.insert(input->link->parent);
+ }
+ }
+ if(!has_valid_volume) {
+ VLOG(1) << "Disconnect meaningless volume output.";
+ disconnect(volume_in->link);
+ }
+}
+
void ShaderGraph::break_cycles(ShaderNode *node, vector<bool>& visited, vector<bool>& on_stack)
{
visited[node->id] = true;
@@ -666,16 +710,11 @@ void ShaderGraph::clean(Scene *scene)
{
/* Graph simplification */
- /* 1: Remove proxy nodes was already done. */
-
- /* 2: Constant folding. */
+ /* NOTE: Remove proxy nodes was already done. */
constant_fold();
-
- /* 3: Simplification. */
simplify_settings(scene);
-
- /* 4: De-duplication. */
deduplicate_nodes();
+ verify_volume_output();
/* we do two things here: find cycles and break them, and remove unused
* nodes that don't feed into the output. how cycles are broken is
diff --git a/intern/cycles/render/graph.h b/intern/cycles/render/graph.h
index 09932695d1f..72e391991a7 100644
--- a/intern/cycles/render/graph.h
+++ b/intern/cycles/render/graph.h
@@ -155,7 +155,7 @@ public:
virtual bool has_spatial_varying() { return false; }
virtual bool has_object_dependency() { return false; }
virtual bool has_integrator_dependency() { return false; }
-
+ virtual bool has_volume_support() { return false; }
vector<ShaderInput*> inputs;
vector<ShaderOutput*> outputs;
@@ -284,6 +284,7 @@ protected:
void constant_fold();
void simplify_settings(Scene *scene);
void deduplicate_nodes();
+ void verify_volume_output();
};
CCL_NAMESPACE_END
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h
index a755b653a5b..cf68bd80458 100644
--- a/intern/cycles/render/nodes.h
+++ b/intern/cycles/render/nodes.h
@@ -445,6 +445,7 @@ public:
virtual ClosureType get_closure_type() { return CLOSURE_EMISSION_ID; }
bool has_surface_emission() { return true; }
+ bool has_volume_support() { return true; }
float3 color;
float strength;
@@ -496,6 +497,7 @@ public:
return ShaderNode::get_feature() | NODE_FEATURE_VOLUME;
}
virtual ClosureType get_closure_type() { return closure; }
+ virtual bool has_volume_support() { return true; }
float3 color;
float density;