From e6f5632eb11b37a2398f80841a77674656243dcf Mon Sep 17 00:00:00 2001 From: Jeroen Bakker Date: Tue, 19 Feb 2019 15:41:22 +0100 Subject: T61513: Refactored Cycles Attribute Retrieval There is a generic function to retrieve float and float3 attributes `primitive_attribute_float` and primitive_attribute_float3`. Inside these functions an prioritised if-else construction checked where the attribute is stored and then retrieved from that location. Actually the calling function most of the time already knows where the data is stored. So we could simplify this by splitting these functions and remove the check logic. This patch splits the `primitive_attribute_float?` functions into `primitive_surface_attribute_float?` and `primitive_volume_attribute_float?`. What leads to less branching and more optimum kernels. The original function is still being used by OSL and `svm_node_attr`. This will reduce the compilation time and render time for kernels. Especially in production scenes there is a lot of benefit. Impact in compilation times job | scene_name | previous | new | percentage -------+-----------------+----------+-------+------------ t61513 | empty | 10.63 | 10.66 | 0% t61513 | bmw | 17.91 | 17.65 | 1% t61513 | fishycat | 19.57 | 17.68 | 10% t61513 | barbershop | 54.10 | 24.41 | 55% t61513 | classroom | 17.55 | 16.29 | 7% t61513 | koro | 18.92 | 18.05 | 5% t61513 | pavillion | 17.43 | 16.52 | 5% t61513 | splash279 | 16.48 | 14.91 | 10% t61513 | volume_emission | 36.22 | 21.60 | 40% Impact in render times job | scene_name | previous | new | percentage -------+-----------------+----------+--------+------------ 61513 | empty | 21.06 | 20.35 | 3% 61513 | bmw | 198.44 | 190.05 | 4% 61513 | fishycat | 394.20 | 401.25 | -2% 61513 | barbershop | 1188.16 | 912.39 | 23% 61513 | classroom | 341.08 | 340.38 | 0% 61513 | koro | 472.43 | 471.80 | 0% 61513 | pavillion | 905.77 | 899.80 | 1% 61513 | splash279 | 55.26 | 54.86 | 1% 61513 | volume_emission | 62.59 | 61.70 | 1% There is also a possitive impact when using CPU and CUDA, but they are small. I didn't split the hair logic from the surface logic due to: * Hair and surface use same attribute types. It was not clear if it could be splitted when looking at the code only. * Hair and surface are quick to compile and to read. So the benefit is quite small. Differential Revision: https://developer.blender.org/D4375 --- intern/cycles/kernel/osl/osl_services.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'intern/cycles/kernel/osl') diff --git a/intern/cycles/kernel/osl/osl_services.cpp b/intern/cycles/kernel/osl/osl_services.cpp index 5b4bddbb6de..5436a66c9d4 100644 --- a/intern/cycles/kernel/osl/osl_services.cpp +++ b/intern/cycles/kernel/osl/osl_services.cpp @@ -561,7 +561,7 @@ static bool set_attribute_matrix(const Transform& tfm, TypeDesc type, void *val) return false; } -static bool get_mesh_element_attribute(KernelGlobals *kg, const ShaderData *sd, const OSLGlobals::Attribute& attr, +static bool get_primitive_attribute(KernelGlobals *kg, const ShaderData *sd, const OSLGlobals::Attribute& attr, const TypeDesc& type, bool derivatives, void *val) { if(attr.type == TypeDesc::TypePoint || attr.type == TypeDesc::TypeVector || @@ -849,7 +849,7 @@ bool OSLRenderServices::get_attribute(ShaderData *sd, bool derivatives, ustring if(attr.desc.element != ATTR_ELEMENT_OBJECT) { /* triangle and vertex attributes */ - if(get_mesh_element_attribute(kg, sd, attr, type, derivatives, val)) + if(get_primitive_attribute(kg, sd, attr, type, derivatives, val)) return true; else return get_mesh_attribute(kg, sd, attr, type, derivatives, val); -- cgit v1.2.3