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authorClément Foucault <foucault.clem@gmail.com>2018-11-17 20:20:10 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-11-17 20:20:10 +0300
commit65fa5a19261d90a7fe29ebbcaa80dab56ca373df (patch)
tree6b3eac3d9e444998786dba365f661946542c7597 /source/blender
parent68b670698fc791e15379b68f508f7b69bb19d2e2 (diff)
Eevee: Optimize Color Ramp node for common cases.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl13
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_valToRgb.c20
2 files changed, 33 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 0d54f7fa69d..6c7c8f24f51 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -802,6 +802,19 @@ void mix_linear(float fac, vec4 col1, vec4 col2, out vec4 outcol)
outcol = col1 + fac * (2.0 * (col2 - vec4(0.5)));
}
+void valtorgb_opti_constant(float fac, float edge, vec4 color1, vec4 color2, out vec4 outcol, out float outalpha)
+{
+ outcol = (fac > edge) ? color2 : color1;
+ outalpha = outcol.a;
+}
+
+void valtorgb_opti_linear(float fac, vec2 mulbias, vec4 color1, vec4 color2, out vec4 outcol, out float outalpha)
+{
+ fac = clamp(fac * mulbias.x + mulbias.y, 0.0, 1.0);
+ outcol = mix(color1, color2, fac);
+ outalpha = outcol.a;
+}
+
void valtorgb(float fac, sampler1DArray colormap, float layer, out vec4 outcol, out float outalpha)
{
outcol = texture(colormap, vec2(fac, layer));
diff --git a/source/blender/nodes/shader/nodes/node_shader_valToRgb.c b/source/blender/nodes/shader/nodes/node_shader_valToRgb.c
index 4f4462f20bb..1a1d5658d97 100644
--- a/source/blender/nodes/shader/nodes/node_shader_valToRgb.c
+++ b/source/blender/nodes/shader/nodes/node_shader_valToRgb.c
@@ -69,6 +69,26 @@ static int gpu_shader_valtorgb(GPUMaterial *mat, bNode *node, bNodeExecData *UNU
float *array, layer;
int size;
+ /* Common / easy case optimisation. */
+ if ((coba->tot <= 2) && (coba->color_mode == COLBAND_BLEND_RGB)) {
+ float mul_bias[2];
+ switch (coba->ipotype) {
+ case COLBAND_INTERP_LINEAR:
+ mul_bias[0] = 1.0f / (coba->data[1].pos - coba->data[0].pos);
+ mul_bias[1] = -mul_bias[0] * coba->data[0].pos;
+ return GPU_stack_link(mat, node, "valtorgb_opti_linear", in, out, GPU_uniform(mul_bias),
+ GPU_uniform(&coba->data[0].r),
+ GPU_uniform(&coba->data[1].r));
+ case COLBAND_INTERP_CONSTANT:
+ mul_bias[1] = max_ff(coba->data[0].pos, coba->data[1].pos);
+ return GPU_stack_link(mat, node, "valtorgb_opti_constant", in, out, GPU_uniform(&mul_bias[1]),
+ GPU_uniform(&coba->data[0].r),
+ GPU_uniform(&coba->data[1].r));
+ default:
+ break;
+ }
+ }
+
BKE_colorband_evaluate_table_rgba(coba, &array, &size);
GPUNodeLink *tex = GPU_color_band(mat, size, array, &layer);