Code cleanup: remove copy of shader graph for bump, no longer needed.
This commit is contained in:
@@ -221,28 +221,6 @@ OutputNode *ShaderGraph::output()
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return (OutputNode*)nodes.front();
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}
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ShaderGraph *ShaderGraph::copy()
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{
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ShaderGraph *newgraph = new ShaderGraph();
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/* copy nodes */
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ShaderNodeSet nodes_all;
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foreach(ShaderNode *node, nodes)
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nodes_all.insert(node);
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ShaderNodeMap nodes_copy;
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copy_nodes(nodes_all, nodes_copy);
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/* add nodes (in same order, so output is still first) */
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newgraph->clear_nodes();
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foreach(ShaderNode *node, nodes)
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newgraph->add(nodes_copy[node]);
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newgraph->simplified = simplified;
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return newgraph;
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}
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void ShaderGraph::connect(ShaderOutput *from, ShaderInput *to)
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{
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assert(!finalized);
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@@ -245,8 +245,6 @@ public:
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ShaderGraph();
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~ShaderGraph();
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ShaderGraph *copy();
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ShaderNode *add(ShaderNode *node);
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OutputNode *output();
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@@ -1091,21 +1091,14 @@ void OSLCompiler::compile(Scene *scene, OSLGlobals *og, Shader *shader)
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ShaderGraph *graph = shader->graph;
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ShaderNode *output = (graph)? graph->output(): NULL;
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/* copy graph for shader with bump mapping */
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if(output->input("Surface")->link && output->input("Displacement")->link)
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if(!shader->graph_bump)
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shader->graph_bump = shader->graph->copy();
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bool has_bump = (shader->displacement_method != DISPLACE_TRUE) &&
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output->input("Surface")->link && output->input("Displacement")->link;
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/* finalize */
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shader->graph->finalize(scene,
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false,
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shader->has_integrator_dependency);
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if(shader->graph_bump) {
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shader->graph_bump->finalize(scene,
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true,
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shader->has_integrator_dependency,
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shader->displacement_method == DISPLACE_BOTH);
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}
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has_bump,
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shader->has_integrator_dependency,
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shader->displacement_method == DISPLACE_BOTH);
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current_shader = shader;
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@@ -1113,7 +1106,8 @@ void OSLCompiler::compile(Scene *scene, OSLGlobals *og, Shader *shader)
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shader->has_surface_emission = false;
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shader->has_surface_transparent = false;
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shader->has_surface_bssrdf = false;
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shader->has_bssrdf_bump = false;
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shader->has_bump = has_bump;
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shader->has_bssrdf_bump = has_bump;
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shader->has_volume = false;
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shader->has_displacement = false;
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shader->has_surface_spatial_varying = false;
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@@ -1125,8 +1119,8 @@ void OSLCompiler::compile(Scene *scene, OSLGlobals *og, Shader *shader)
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if(shader->used && graph && output->input("Surface")->link) {
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shader->osl_surface_ref = compile_type(shader, shader->graph, SHADER_TYPE_SURFACE);
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if(shader->graph_bump && shader->displacement_method != DISPLACE_TRUE)
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shader->osl_surface_bump_ref = compile_type(shader, shader->graph_bump, SHADER_TYPE_BUMP);
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if(has_bump)
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shader->osl_surface_bump_ref = compile_type(shader, shader->graph, SHADER_TYPE_BUMP);
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else
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shader->osl_surface_bump_ref = OSL::ShaderGroupRef();
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@@ -177,7 +177,6 @@ Shader::Shader()
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pass_id = 0;
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graph = NULL;
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graph_bump = NULL;
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has_surface = false;
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has_surface_transparent = false;
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@@ -185,6 +184,7 @@ Shader::Shader()
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has_surface_bssrdf = false;
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has_volume = false;
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has_displacement = false;
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has_bump = false;
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has_bssrdf_bump = false;
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has_surface_spatial_varying = false;
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has_volume_spatial_varying = false;
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@@ -204,7 +204,6 @@ Shader::Shader()
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Shader::~Shader()
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{
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delete graph;
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delete graph_bump;
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}
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bool Shader::is_constant_emission(float3 *emission)
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@@ -239,9 +238,7 @@ void Shader::set_graph(ShaderGraph *graph_)
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/* assign graph */
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delete graph;
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delete graph_bump;
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graph = graph_;
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graph_bump = NULL;
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/* Store info here before graph optimization to make sure that
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* nodes that get optimized away still count. */
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@@ -458,15 +455,11 @@ void ShaderManager::device_update_common(Device *device,
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flag |= SD_VOLUME_MIS;
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if(shader->volume_interpolation_method == VOLUME_INTERPOLATION_CUBIC)
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flag |= SD_VOLUME_CUBIC;
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if(shader->graph_bump)
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if(shader->has_bump)
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flag |= SD_HAS_BUMP;
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if(shader->displacement_method != DISPLACE_BUMP)
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flag |= SD_HAS_DISPLACEMENT;
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/* shader with bump mapping */
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if(shader->displacement_method != DISPLACE_TRUE && shader->graph_bump)
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flag |= SD_HAS_BSSRDF_BUMP;
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/* constant emission check */
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float3 constant_emission = make_float3(0.0f, 0.0f, 0.0f);
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if(shader->is_constant_emission(&constant_emission))
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@@ -608,11 +601,6 @@ void ShaderManager::get_requested_features(Scene *scene,
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Shader *shader = scene->shaders[i];
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/* Gather requested features from all the nodes from the graph nodes. */
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get_requested_graph_features(shader->graph, requested_features);
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/* Gather requested features from the graph itself. */
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if(shader->graph_bump) {
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get_requested_graph_features(shader->graph_bump,
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requested_features);
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}
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ShaderNode *output_node = shader->graph->output();
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if(output_node->input("Displacement")->link != NULL) {
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requested_features->nodes_features |= NODE_FEATURE_BUMP;
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@@ -89,11 +89,6 @@ public:
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/* shader graph */
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ShaderGraph *graph;
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/* shader graph with auto bump mapping included, we compile two shaders,
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* with and without bump, because the displacement method is a mesh
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* level setting, so we need to handle both */
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ShaderGraph *graph_bump;
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/* sampling */
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bool use_mis;
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bool use_transparent_shadow;
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@@ -121,6 +116,7 @@ public:
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bool has_volume;
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bool has_displacement;
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bool has_surface_bssrdf;
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bool has_bump;
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bool has_bssrdf_bump;
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bool has_surface_spatial_varying;
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bool has_volume_spatial_varying;
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@@ -799,29 +799,21 @@ void SVMCompiler::compile(Scene *scene,
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Summary *summary)
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{
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/* copy graph for shader with bump mapping */
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ShaderNode *node = shader->graph->output();
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ShaderNode *output = shader->graph->output();
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int start_num_svm_nodes = svm_nodes.size();
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const double time_start = time_dt();
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if(node->input("Surface")->link && node->input("Displacement")->link)
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if(!shader->graph_bump)
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shader->graph_bump = shader->graph->copy();
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bool has_bump = (shader->displacement_method != DISPLACE_TRUE) &&
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output->input("Surface")->link && output->input("Displacement")->link;
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/* finalize */
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{
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scoped_timer timer((summary != NULL)? &summary->time_finalize: NULL);
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shader->graph->finalize(scene,
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false,
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shader->has_integrator_dependency);
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}
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if(shader->graph_bump) {
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scoped_timer timer((summary != NULL)? &summary->time_finalize_bump: NULL);
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shader->graph_bump->finalize(scene,
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true,
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shader->has_integrator_dependency,
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shader->displacement_method == DISPLACE_BOTH);
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has_bump,
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shader->has_integrator_dependency,
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shader->displacement_method == DISPLACE_BOTH);
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}
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current_shader = shader;
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@@ -830,7 +822,8 @@ void SVMCompiler::compile(Scene *scene,
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shader->has_surface_emission = false;
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shader->has_surface_transparent = false;
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shader->has_surface_bssrdf = false;
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shader->has_bssrdf_bump = false;
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shader->has_bump = has_bump;
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shader->has_bssrdf_bump = has_bump;
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shader->has_volume = false;
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shader->has_displacement = false;
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shader->has_surface_spatial_varying = false;
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@@ -839,9 +832,9 @@ void SVMCompiler::compile(Scene *scene,
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shader->has_integrator_dependency = false;
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/* generate bump shader */
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if(shader->displacement_method != DISPLACE_TRUE && shader->graph_bump) {
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if(has_bump) {
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scoped_timer timer((summary != NULL)? &summary->time_generate_bump: NULL);
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compile_type(shader, shader->graph_bump, SHADER_TYPE_BUMP);
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compile_type(shader, shader->graph, SHADER_TYPE_BUMP);
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svm_nodes[index].y = svm_nodes.size();
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svm_nodes.insert(svm_nodes.end(),
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current_svm_nodes.begin(),
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@@ -853,7 +846,7 @@ void SVMCompiler::compile(Scene *scene,
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scoped_timer timer((summary != NULL)? &summary->time_generate_surface: NULL);
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compile_type(shader, shader->graph, SHADER_TYPE_SURFACE);
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/* only set jump offset if there's no bump shader, as the bump shader will fall thru to this one if it exists */
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if(shader->displacement_method == DISPLACE_TRUE || !shader->graph_bump) {
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if(!has_bump) {
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svm_nodes[index].y = svm_nodes.size();
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}
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svm_nodes.insert(svm_nodes.end(),
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@@ -895,7 +888,6 @@ SVMCompiler::Summary::Summary()
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: num_svm_nodes(0),
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peak_stack_usage(0),
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time_finalize(0.0),
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time_finalize_bump(0.0),
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time_generate_surface(0.0),
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time_generate_bump(0.0),
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time_generate_volume(0.0),
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@@ -911,10 +903,7 @@ string SVMCompiler::Summary::full_report() const
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report += string_printf("Peak stack usage: %d\n", peak_stack_usage);
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report += string_printf("Time (in seconds):\n");
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report += string_printf(" Finalize: %f\n", time_finalize);
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report += string_printf(" Bump finalize: %f\n", time_finalize_bump);
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report += string_printf("Finalize: %f\n", time_finalize +
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time_finalize_bump);
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report += string_printf("Finalize: %f\n", time_finalize);
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report += string_printf(" Surface: %f\n", time_generate_surface);
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report += string_printf(" Bump: %f\n", time_generate_bump);
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report += string_printf(" Volume: %f\n", time_generate_volume);
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@@ -74,9 +74,6 @@ public:
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/* Time spent on surface graph finalization. */
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double time_finalize;
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/* Time spent on bump graph finalization. */
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double time_finalize_bump;
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/* Time spent on generating SVM nodes for surface shader. */
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double time_generate_surface;
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