Cycles: Use native saturate function for CUDA
This more a workaround for CUDA optimizer which can't optimize clamp(x, 0, 1) into a single instruction and uses 4 instructions instead. Original patch by @lockal with own modification: Don't make changes outside of the kernel. They don't make any difference anyway and term saturate() has a bit different meaning outside of kernel. This gives around 2% of speedup in Barcelona file, but in more complex shader setups with lots of math nodes with clamping speedup could be much nicer. Subscribers: dingto Projects: #cycles Differential Revision: https://developer.blender.org/D1224
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@@ -102,7 +102,7 @@ ccl_device_inline void kernel_write_data_passes(KernelGlobals *kg, ccl_global fl
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float mist_inv_depth = kernel_data.film.mist_inv_depth;
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float depth = camera_distance(kg, sd->P);
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float mist = clamp((depth - mist_start)*mist_inv_depth, 0.0f, 1.0f);
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float mist = saturate((depth - mist_start)*mist_inv_depth);
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/* falloff */
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float mist_falloff = kernel_data.film.mist_falloff;
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