Cycles: Don't re-generate blackbody/beckmann tables on every shaders update
This commit makes it so blackbody and beckmann lookup tables are stored on CPU after being generated and then only being copied to the device if needed. This solves lag of viewport update when tweaking shader tree by using 266KB of CPU memory.
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@@ -387,8 +387,10 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
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KernelTables *ktables = &dscene->data.tables;
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if(has_converter_blackbody && blackbody_table_offset == TABLE_OFFSET_INVALID) {
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vector<float> table = blackbody_table();
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blackbody_table_offset = scene->lookup_tables->add_table(dscene, table);
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if(blackbody_table.size() == 0) {
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blackbody_table = blackbody_table_build();
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}
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blackbody_table_offset = scene->lookup_tables->add_table(dscene, blackbody_table);
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ktables->blackbody_offset = (int)blackbody_table_offset;
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}
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@@ -399,10 +401,10 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
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/* beckmann lookup table */
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if(beckmann_table_offset == TABLE_OFFSET_INVALID) {
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vector<float> table;
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beckmann_table_build(table);
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beckmann_table_offset = scene->lookup_tables->add_table(dscene, table);
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if(beckmann_table.size() == 0) {
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beckmann_table_build(beckmann_table);
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}
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beckmann_table_offset = scene->lookup_tables->add_table(dscene, beckmann_table);
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ktables->beckmann_offset = (int)beckmann_table_offset;
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}
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