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authorBrecht Van Lommel <brecht@blender.org>2020-12-24 15:45:04 +0300
committerBrecht Van Lommel <brecht@blender.org>2020-12-24 15:53:33 +0300
commit29cd99e7fd3ccb6217a26afa5cc054c0ab97b1a8 (patch)
tree95beb2d3c901d81cf35ade41e02976ad08401436 /intern
parentc4f8aedbc2eb3f54e885ca4c86af6b405fd89c3f (diff)
Cycles: remove surface area computation for meshes with OSL
This is relatively expensive and as per the OSL spec, this value is not expected to be meaningful for non-light shaders. This makes viewport updates a little faster. As a side effect also fixes T82723, viewport refresh issue with volume density.
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/kernel/geom/geom_object.h9
-rw-r--r--intern/cycles/kernel/kernel_types.h2
-rw-r--r--intern/cycles/kernel/osl/osl_shader.cpp2
-rw-r--r--intern/cycles/render/object.cpp85
4 files changed, 10 insertions, 88 deletions
diff --git a/intern/cycles/kernel/geom/geom_object.h b/intern/cycles/kernel/geom/geom_object.h
index 614e2e3b92b..1907f5d3935 100644
--- a/intern/cycles/kernel/geom/geom_object.h
+++ b/intern/cycles/kernel/geom/geom_object.h
@@ -214,13 +214,6 @@ ccl_device_inline float3 object_location(KernelGlobals *kg, const ShaderData *sd
#endif
}
-/* Total surface area of object */
-
-ccl_device_inline float object_surface_area(KernelGlobals *kg, int object)
-{
- return kernel_tex_fetch(__objects, object).surface_area;
-}
-
/* Color of the object */
ccl_device_inline float3 object_color(KernelGlobals *kg, int object)
@@ -328,7 +321,7 @@ ccl_device_inline float object_volume_density(KernelGlobals *kg, int object)
return 1.0f;
}
- return kernel_tex_fetch(__objects, object).surface_area;
+ return kernel_tex_fetch(__objects, object).volume_density;
}
ccl_device_inline float object_volume_step_size(KernelGlobals *kg, int object)
diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h
index 9d00311f746..f0e65542693 100644
--- a/intern/cycles/kernel/kernel_types.h
+++ b/intern/cycles/kernel/kernel_types.h
@@ -1461,7 +1461,7 @@ typedef struct KernelObject {
Transform tfm;
Transform itfm;
- float surface_area;
+ float volume_density;
float pass_id;
float random_number;
float color[3];
diff --git a/intern/cycles/kernel/osl/osl_shader.cpp b/intern/cycles/kernel/osl/osl_shader.cpp
index 2318813949e..3d0813c15e3 100644
--- a/intern/cycles/kernel/osl/osl_shader.cpp
+++ b/intern/cycles/kernel/osl/osl_shader.cpp
@@ -109,7 +109,7 @@ static void shaderdata_to_shaderglobals(
globals->dvdy = sd->dv.dy;
globals->dPdu = TO_VEC3(sd->dPdu);
globals->dPdv = TO_VEC3(sd->dPdv);
- globals->surfacearea = (sd->object == OBJECT_NONE) ? 1.0f : object_surface_area(kg, sd->object);
+ globals->surfacearea = 1.0f;
globals->time = sd->time;
/* booleans */
diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp
index a1a08f26229..515f8ba12cf 100644
--- a/intern/cycles/render/object.cpp
+++ b/intern/cycles/render/object.cpp
@@ -55,12 +55,6 @@ struct UpdateObjectTransformState {
*/
map<ParticleSystem *, int> particle_offset;
- /* Mesh area.
- * Used to avoid calculation of mesh area multiple times. Used for both
- * read and write. Acquire surface_area_lock to keep it all thread safe.
- */
- map<Mesh *, float> surface_area_map;
-
/* Motion offsets for each object. */
array<uint> motion_offset;
@@ -76,12 +70,8 @@ struct UpdateObjectTransformState {
bool have_curves;
/* ** Scheduling queue. ** */
-
Scene *scene;
- /* Some locks to keep everything thread-safe. */
- thread_spin_lock surface_area_lock;
-
/* First unused object index in the queue. */
int queue_start_object;
};
@@ -379,80 +369,19 @@ ObjectManager::~ObjectManager()
{
}
-static float object_surface_area(UpdateObjectTransformState *state,
- const Transform &tfm,
- Geometry *geom)
+static float object_volume_density(UpdateObjectTransformState *state,
+ const Transform &tfm,
+ Geometry *geom)
{
- if (geom->geometry_type != Geometry::MESH && geom->geometry_type != Geometry::VOLUME) {
- return 0.0f;
- }
-
- Mesh *mesh = static_cast<Mesh *>(geom);
- if (mesh->has_volume || geom->geometry_type == Geometry::VOLUME) {
+ if (geom->geometry_type == Geometry::VOLUME) {
/* Volume density automatically adjust to object scale. */
- if (geom->geometry_type == Geometry::VOLUME &&
- static_cast<Volume *>(geom)->get_object_space()) {
+ if (static_cast<Volume *>(geom)->get_object_space()) {
const float3 unit = normalize(make_float3(1.0f, 1.0f, 1.0f));
return 1.0f / len(transform_direction(&tfm, unit));
}
- else {
- return 1.0f;
- }
- }
-
- /* Compute surface area. for uniform scale we can do avoid the many
- * transform calls and share computation for instances.
- *
- * TODO(brecht): Correct for displacement, and move to a better place.
- */
- float surface_area = 0.0f;
- float uniform_scale;
- if (transform_uniform_scale(tfm, uniform_scale)) {
- map<Mesh *, float>::iterator it;
-
- /* NOTE: This isn't fully optimal and could in theory lead to multiple
- * threads calculating area of the same mesh in parallel. However, this
- * also prevents suspending all the threads when some mesh's area is
- * not yet known.
- */
- state->surface_area_lock.lock();
- it = state->surface_area_map.find(mesh);
- state->surface_area_lock.unlock();
-
- if (it == state->surface_area_map.end()) {
- size_t num_triangles = mesh->num_triangles();
- for (size_t j = 0; j < num_triangles; j++) {
- Mesh::Triangle t = mesh->get_triangle(j);
- float3 p1 = mesh->get_verts()[t.v[0]];
- float3 p2 = mesh->get_verts()[t.v[1]];
- float3 p3 = mesh->get_verts()[t.v[2]];
-
- surface_area += triangle_area(p1, p2, p3);
- }
-
- state->surface_area_lock.lock();
- state->surface_area_map[mesh] = surface_area;
- state->surface_area_lock.unlock();
- }
- else {
- surface_area = it->second;
- }
-
- surface_area *= uniform_scale;
- }
- else {
- size_t num_triangles = mesh->num_triangles();
- for (size_t j = 0; j < num_triangles; j++) {
- Mesh::Triangle t = mesh->get_triangle(j);
- float3 p1 = transform_point(&tfm, mesh->get_verts()[t.v[0]]);
- float3 p2 = transform_point(&tfm, mesh->get_verts()[t.v[1]]);
- float3 p3 = transform_point(&tfm, mesh->get_verts()[t.v[2]]);
-
- surface_area += triangle_area(p1, p2, p3);
- }
}
- return surface_area;
+ return 1.0f;
}
void ObjectManager::device_update_object_transform(UpdateObjectTransformState *state, Object *ob)
@@ -476,7 +405,7 @@ void ObjectManager::device_update_object_transform(UpdateObjectTransformState *s
kobject.tfm = tfm;
kobject.itfm = itfm;
- kobject.surface_area = object_surface_area(state, tfm, geom);
+ kobject.volume_density = object_volume_density(state, tfm, geom);
kobject.color[0] = color.x;
kobject.color[1] = color.y;
kobject.color[2] = color.z;