Cycles: add folding for redundant A to B to A conversions.

As a result of other folding simplifications it may happen that
two type conversion nodes end up directly connected. In some
cases it may be possible to then remove both. A realistic case
might be an optimized out Mix RGB node used to blend vectors.

It seems it's safe to optimize when B is a float3 type
(color, vector), and A is float3 or float.

Reviewers: #cycles, sergey

Reviewed By: #cycles, sergey

Subscribers: sergey

Differential Revision: https://developer.blender.org/D2134
This commit is contained in:
Alexander Gavrilov 2016-08-02 12:22:43 +03:00
parent 2f5db2e45b
commit e54320c488
2 changed files with 81 additions and 0 deletions

View File

@ -1689,6 +1689,19 @@ void ConvertNode::constant_fold(const ConstantFolder& folder)
}
}
}
else {
ShaderInput *in = inputs[0];
ShaderNode *prev = in->link->parent;
/* no-op conversion of A to B to A */
if(prev->type == node_types[to][from]) {
ShaderInput *prev_in = prev->inputs[0];
if(SocketType::is_float3(from) && (to == SocketType::FLOAT || SocketType::is_float3(to)) && prev_in->link) {
folder.bypass(prev_in->link);
}
}
}
}
void ConvertNode::compile(SVMCompiler& compiler)

View File

@ -1460,4 +1460,72 @@ TEST(render_graph, constant_fold_rgb_ramp_flat)
graph.finalize(&scene);
}
/*
* Tests:
* - Folding of redundant conversion of float to color to float.
*/
TEST(render_graph, constant_fold_convert_float_color_float)
{
DEFINE_COMMON_VARIABLES(builder, log);
EXPECT_ANY_MESSAGE(log);
CORRECT_INFO_MESSAGE(log, "Folding Invert::Color to socket convert_float_to_color::value_color.");
CORRECT_INFO_MESSAGE(log, "Folding convert_color_to_float::value_float to socket Attribute::Fac.");
builder
.add_attribute("Attribute")
.add_node(ShaderNodeBuilder<InvertNode>("Invert")
.set("Fac", 0.0f))
.add_connection("Attribute::Fac", "Invert::Color")
.output_value("Invert::Color");
graph.finalize(&scene);
}
/*
* Tests:
* - Folding of redundant conversion of color to vector to color.
*/
TEST(render_graph, constant_fold_convert_color_vector_color)
{
DEFINE_COMMON_VARIABLES(builder, log);
EXPECT_ANY_MESSAGE(log);
CORRECT_INFO_MESSAGE(log, "Folding VecAdd::Vector to socket convert_color_to_vector::value_vector.");
CORRECT_INFO_MESSAGE(log, "Folding convert_vector_to_color::value_color to socket Attribute::Color.");
builder
.add_attribute("Attribute")
.add_node(ShaderNodeBuilder<VectorMathNode>("VecAdd")
.set(&VectorMathNode::type, NODE_VECTOR_MATH_ADD)
.set("Vector2", make_float3(0,0,0)))
.add_connection("Attribute::Color", "VecAdd::Vector1")
.output_color("VecAdd::Vector");
graph.finalize(&scene);
}
/*
* Tests:
* - NOT folding conversion of color to float to color.
*/
TEST(render_graph, constant_fold_convert_color_float_color)
{
DEFINE_COMMON_VARIABLES(builder, log);
EXPECT_ANY_MESSAGE(log);
CORRECT_INFO_MESSAGE(log, "Folding MathAdd::Value to socket convert_color_to_float::value_float.");
INVALID_INFO_MESSAGE(log, "Folding convert_float_to_color::");
builder
.add_attribute("Attribute")
.add_node(ShaderNodeBuilder<MathNode>("MathAdd")
.set(&MathNode::type, NODE_MATH_ADD)
.set("Value2", 0.0f))
.add_connection("Attribute::Color", "MathAdd::Value1")
.output_color("MathAdd::Value");
graph.finalize(&scene);
}
CCL_NAMESPACE_END