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 | |
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')
-rw-r--r-- | intern/cycles/render/nodes.cpp | 13 | ||||
-rw-r--r-- | intern/cycles/test/render_graph_finalize_test.cpp | 68 |
2 files changed, 81 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) diff --git a/intern/cycles/test/render_graph_finalize_test.cpp b/intern/cycles/test/render_graph_finalize_test.cpp index cf4083c23db..f84ddc3ff89 100644 --- a/intern/cycles/test/render_graph_finalize_test.cpp +++ b/intern/cycles/test/render_graph_finalize_test.cpp @@ -1460,4 +1460,72 @@ TEST(render_graph, constant_fold_rgb_ramp_flat) graph.finalize(&scene); } +/* + * Tests: + * - Folding of redundant conversion of float to color to float. + */ +TEST(render_graph, constant_fold_convert_float_color_float) +{ + DEFINE_COMMON_VARIABLES(builder, log); + + EXPECT_ANY_MESSAGE(log); + CORRECT_INFO_MESSAGE(log, "Folding Invert::Color to socket convert_float_to_color::value_color."); + CORRECT_INFO_MESSAGE(log, "Folding convert_color_to_float::value_float to socket Attribute::Fac."); + + builder + .add_attribute("Attribute") + .add_node(ShaderNodeBuilder<InvertNode>("Invert") + .set("Fac", 0.0f)) + .add_connection("Attribute::Fac", "Invert::Color") + .output_value("Invert::Color"); + + graph.finalize(&scene); +} + +/* + * Tests: + * - Folding of redundant conversion of color to vector to color. + */ +TEST(render_graph, constant_fold_convert_color_vector_color) +{ + DEFINE_COMMON_VARIABLES(builder, log); + + EXPECT_ANY_MESSAGE(log); + CORRECT_INFO_MESSAGE(log, "Folding VecAdd::Vector to socket convert_color_to_vector::value_vector."); + CORRECT_INFO_MESSAGE(log, "Folding convert_vector_to_color::value_color to socket Attribute::Color."); + + builder + .add_attribute("Attribute") + .add_node(ShaderNodeBuilder<VectorMathNode>("VecAdd") + .set(&VectorMathNode::type, NODE_VECTOR_MATH_ADD) + .set("Vector2", make_float3(0,0,0))) + .add_connection("Attribute::Color", "VecAdd::Vector1") + .output_color("VecAdd::Vector"); + + graph.finalize(&scene); +} + +/* + * Tests: + * - NOT folding conversion of color to float to color. + */ +TEST(render_graph, constant_fold_convert_color_float_color) +{ + DEFINE_COMMON_VARIABLES(builder, log); + + EXPECT_ANY_MESSAGE(log); + CORRECT_INFO_MESSAGE(log, "Folding MathAdd::Value to socket convert_color_to_float::value_float."); + INVALID_INFO_MESSAGE(log, "Folding convert_float_to_color::"); + + builder + .add_attribute("Attribute") + .add_node(ShaderNodeBuilder<MathNode>("MathAdd") + .set(&MathNode::type, NODE_MATH_ADD) + .set("Value2", 0.0f)) + .add_connection("Attribute::Color", "MathAdd::Value1") + .output_color("MathAdd::Value"); + + graph.finalize(&scene); +} + CCL_NAMESPACE_END |