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
This commit is contained in:
Sergey Sharybin
2015-04-28 00:13:03 +05:00
parent 278ff15c7f
commit ae7d84dbc1
19 changed files with 52 additions and 43 deletions

View File

@@ -187,7 +187,7 @@ bool RenderBuffers::get_pass_rect(PassType type, float exposure, int sample, int
else if(type == PASS_MIST) {
for(int i = 0; i < size; i++, in += pass_stride, pixels++) {
float f = *in;
pixels[0] = clamp(f*scale_exposure, 0.0f, 1.0f);
pixels[0] = saturate(f*scale_exposure);
}
}
#ifdef WITH_CYCLES_DEBUG
@@ -298,7 +298,7 @@ bool RenderBuffers::get_pass_rect(PassType type, float exposure, int sample, int
pixels[2] = f.z*scale_exposure;
/* clamp since alpha might be > 1.0 due to russian roulette */
pixels[3] = clamp(f.w*scale, 0.0f, 1.0f);
pixels[3] = saturate(f.w*scale);
}
}
}