Commit: da06dab4e5c9496f32bd01cf4453a3c9f0ffc5c8
Author: Sergey Sharybin
Date:   Wed Feb 4 14:49:19 2015 +0500
Branches: master
https://developer.blender.org/rBda06dab4e5c9496f32bd01cf4453a3c9f0ffc5c8

Cycles: Use pre-aligned triangle vertex coordinates for subsurface intersection

This gives small speedup (around 2% in quick tests) for ray scattering.

===================================================================

M       intern/cycles/kernel/geom/geom_triangle_intersect.h

===================================================================

diff --git a/intern/cycles/kernel/geom/geom_triangle_intersect.h 
b/intern/cycles/kernel/geom/geom_triangle_intersect.h
index 1465aa3..6f8c3e3 100644
--- a/intern/cycles/kernel/geom/geom_triangle_intersect.h
+++ b/intern/cycles/kernel/geom/geom_triangle_intersect.h
@@ -211,8 +211,9 @@ ccl_device_inline void triangle_intersect_subsurface(
 
        /* Calculate vertices relative to ray origin. */
        float3 tri[3];
-       int prim = kernel_tex_fetch(__prim_index, triAddr);
-       triangle_vertices(kg, prim, tri);
+       tri[0] = float4_to_float3(kernel_tex_fetch(__tri_woop, 
triAddr*TRI_NODE_SIZE+0));
+       tri[1] = float4_to_float3(kernel_tex_fetch(__tri_woop, 
triAddr*TRI_NODE_SIZE+1));
+       tri[2] = float4_to_float3(kernel_tex_fetch(__tri_woop, 
triAddr*TRI_NODE_SIZE+2));
 
        const float3 A = tri[0] - P;
        const float3 B = tri[1] - P;
@@ -389,8 +390,9 @@ ccl_device_inline float3 
triangle_refine_subsurface(KernelGlobals *kg,
        P = P + D*t;
 
        float3 tri[3];
-       int prim = kernel_tex_fetch(__prim_index, isect->prim);
-       triangle_vertices(kg, prim, tri);
+       tri[0] = float4_to_float3(kernel_tex_fetch(__tri_woop, 
isect->prim*TRI_NODE_SIZE+0));
+       tri[1] = float4_to_float3(kernel_tex_fetch(__tri_woop, 
isect->prim*TRI_NODE_SIZE+1));
+       tri[2] = float4_to_float3(kernel_tex_fetch(__tri_woop, 
isect->prim*TRI_NODE_SIZE+2));
 
        float3 edge1 = tri[0] - tri[2];
        float3 edge2 = tri[1] - tri[2];

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