Commit: 43a4aaf8e6f0ccbd9ef63c44861206024f71590b
Author: Sergey Sharybin
Date:   Thu Aug 27 19:43:33 2015 +0200
Branches: master
https://developer.blender.org/rB43a4aaf8e6f0ccbd9ef63c44861206024f71590b

Compositor: Reduce number of divisions in EWA filtering

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

M       source/blender/compositor/intern/COM_MemoryBuffer.cpp

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

diff --git a/source/blender/compositor/intern/COM_MemoryBuffer.cpp 
b/source/blender/compositor/intern/COM_MemoryBuffer.cpp
index 162e08a..7ee5e2f 100644
--- a/source/blender/compositor/intern/COM_MemoryBuffer.cpp
+++ b/source/blender/compositor/intern/COM_MemoryBuffer.cpp
@@ -204,14 +204,15 @@ static void read_ewa_pixel_sampled(void *userdata, int x, 
int y, float result[4]
 void MemoryBuffer::readEWA(float *result, const float uv[2], const float 
derivatives[2][2])
 {
        BLI_assert(this->m_datatype == COM_DT_COLOR);
-       int width = this->getWidth(), height = this->getHeight();
+       float inv_width = 1.0f / (float)this->getWidth(),
+             inv_height = 1.0f / (float)this->getHeight();
        /* TODO(sergey): Render pipeline uses normalized coordinates and 
derivatives,
         * but compositor uses pixel space. For now let's just divide the 
values and
         * switch compositor to normalized space for EWA later.
         */
-       float uv_normal[2] = {uv[0] / width, uv[1] / height};
-       float du_normal[2] = {derivatives[0][0] / width, derivatives[0][1] / 
height};
-       float dv_normal[2] = {derivatives[1][0] / width, derivatives[1][1] / 
height};
+       float uv_normal[2] = {uv[0] * inv_width, uv[1] * inv_height};
+       float du_normal[2] = {derivatives[0][0] * inv_width, derivatives[0][1] 
* inv_height};
+       float dv_normal[2] = {derivatives[1][0] * inv_width, derivatives[1][1] 
* inv_height};
 
        BLI_ewa_filter(this->getWidth(), this->getHeight(),
                       false,

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