Cycles: Remove redundant float4->float3 conversion

Not as if it gives noticeable changes render-time, but it's just weird to
convert float4 to float 3 to just access individual x/y/z components.

Plus some compilers might be more stupid than GCC and don't optimize this
out well.
This commit is contained in:
Sergey Sharybin 2014-10-09 01:57:53 +06:00
parent c1004b1b77
commit 45ce901079
Notes: blender-bot 2023-02-14 09:58:52 +01:00
Referenced by issue #42160, CUDA error: ILLEGAL_ADDRESS in cuCtxSynchronize()
1 changed files with 7 additions and 7 deletions

View File

@ -120,7 +120,7 @@ ccl_device_inline float3 triangle_refine_subsurface(KernelGlobals *kg, ShaderDat
ccl_device_inline float3 triangle_normal(KernelGlobals *kg, ShaderData *sd)
{
/* load triangle vertices */
float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, sd->prim));
float4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
float3 v0 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x)));
float3 v1 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y)));
@ -137,7 +137,7 @@ ccl_device_inline float3 triangle_normal(KernelGlobals *kg, ShaderData *sd)
ccl_device_inline void triangle_point_normal(KernelGlobals *kg, int object, int prim, float u, float v, float3 *P, float3 *Ng, int *shader)
{
/* load triangle vertices */
float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, prim));
float4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
float3 v0 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x)));
float3 v1 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y)));
@ -164,7 +164,7 @@ ccl_device_inline void triangle_point_normal(KernelGlobals *kg, int object, int
ccl_device_inline void triangle_vertices(KernelGlobals *kg, int prim, float3 P[3])
{
float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, prim));
float4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
P[0] = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x)));
P[1] = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y)));
@ -176,7 +176,7 @@ ccl_device_inline void triangle_vertices(KernelGlobals *kg, int prim, float3 P[3
ccl_device_inline float3 triangle_smooth_normal(KernelGlobals *kg, int prim, float u, float v)
{
/* load triangle vertices */
float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, prim));
float4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
float3 n0 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, __float_as_int(tri_vindex.x)));
float3 n1 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, __float_as_int(tri_vindex.y)));
@ -190,7 +190,7 @@ ccl_device_inline float3 triangle_smooth_normal(KernelGlobals *kg, int prim, flo
ccl_device_inline void triangle_dPdudv(KernelGlobals *kg, int prim, float3 *dPdu, float3 *dPdv)
{
/* fetch triangle vertex coordinates */
float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, prim));
float4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
float3 p0 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x)));
float3 p1 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y)));
@ -212,7 +212,7 @@ ccl_device float triangle_attribute_float(KernelGlobals *kg, const ShaderData *s
return kernel_tex_fetch(__attributes_float, offset + sd->prim);
}
else if(elem == ATTR_ELEMENT_VERTEX || elem == ATTR_ELEMENT_VERTEX_MOTION) {
float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, sd->prim));
float4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
float f0 = kernel_tex_fetch(__attributes_float, offset + __float_as_int(tri_vindex.x));
float f1 = kernel_tex_fetch(__attributes_float, offset + __float_as_int(tri_vindex.y));
@ -255,7 +255,7 @@ ccl_device float3 triangle_attribute_float3(KernelGlobals *kg, const ShaderData
return float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + sd->prim));
}
else if(elem == ATTR_ELEMENT_VERTEX || elem == ATTR_ELEMENT_VERTEX_MOTION) {
float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, sd->prim));
float4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.x)));
float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.y)));