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author | Thomas Dinges <blender@dingto.org> | 2015-11-25 15:52:39 +0300 |
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committer | Thomas Dinges <blender@dingto.org> | 2015-11-25 15:57:54 +0300 |
commit | e796581655ed9a36c263a20e7ed97856fc0f1070 (patch) | |
tree | 6e946a9e683c9fb82911eb01f9380b8df1276e26 /source/creator | |
parent | 415b5a43690b3b823506871335281df717309f72 (diff) |
Cycles: Refactor of constant fold.
* Move constant folding from nodes to the shader graph. This way it's part of our (later) 4-step optimization process.
* Instead of only doing a one level constant fold, we can now do a recursive constant fold, allowing us to simplify shaders much further.
Constant folding is implemented for Blackbody, Math and VectorMath nodes.
Example (the highlighted nodes are removed before rendering):
Before: http://archive.dingto.org/2015/blender/code/one_level_constant_fold.jpg
Now: http://archive.dingto.org/2015/blender/code/multi_level_constant_fold.jpg
Thanks to Sergey and Brecht for Review!
Differential Revision: https://developer.blender.org/D1626
Diffstat (limited to 'source/creator')
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