Cycles: Avoid copying objects in some places of BVH build

Gives barely measurable speedup of Spatial Split BVH build.
This commit is contained in:
Sergey Sharybin
2015-08-30 16:47:45 +02:00
parent 00d12ec04f
commit 4ac5859f05
2 changed files with 5 additions and 5 deletions

View File

@@ -76,8 +76,8 @@ BVHObjectBinning::BVHObjectBinning(const BVHRange& job, BVHReference *prims)
prefetch_L2(&prims[start() + i + 8]); prefetch_L2(&prims[start() + i + 8]);
/* map even and odd primitive to bin */ /* map even and odd primitive to bin */
BVHReference prim0 = prims[start() + i + 0]; const BVHReference& prim0 = prims[start() + i + 0];
BVHReference prim1 = prims[start() + i + 1]; const BVHReference& prim1 = prims[start() + i + 1];
int4 bin0 = get_bin(prim0.bounds()); int4 bin0 = get_bin(prim0.bounds());
int4 bin1 = get_bin(prim1.bounds()); int4 bin1 = get_bin(prim1.bounds());
@@ -96,7 +96,7 @@ BVHObjectBinning::BVHObjectBinning(const BVHRange& job, BVHReference *prims)
/* for uneven number of primitives */ /* for uneven number of primitives */
if(i < ssize_t(size())) { if(i < ssize_t(size())) {
/* map primitive to bin */ /* map primitive to bin */
BVHReference prim0 = prims[start() + i]; const BVHReference& prim0 = prims[start() + i];
int4 bin0 = get_bin(prim0.bounds()); int4 bin0 = get_bin(prim0.bounds());
/* increase bounds of bins */ /* increase bounds of bins */

View File

@@ -300,8 +300,8 @@ void BVHSpatialSplit::split_curve_primitive(const Mesh *mesh,
/* curve split: NOTE - Currently ignores curve width and needs to be fixed.*/ /* curve split: NOTE - Currently ignores curve width and needs to be fixed.*/
const int k0 = mesh->curves[prim_index].first_key + segment_index; const int k0 = mesh->curves[prim_index].first_key + segment_index;
const int k1 = k0 + 1; const int k1 = k0 + 1;
const float4 key0 = mesh->curve_keys[k0]; const float4& key0 = mesh->curve_keys[k0];
const float4 key1 = mesh->curve_keys[k1]; const float4& key1 = mesh->curve_keys[k1];
float3 v0 = float4_to_float3(key0); float3 v0 = float4_to_float3(key0);
float3 v1 = float4_to_float3(key1); float3 v1 = float4_to_float3(key1);