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author | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-03-23 18:16:05 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-03-23 19:58:03 +0300 |
commit | ba8c7d2ba120f5ba7fdbaef67fe2e301ec3e5dcb (patch) | |
tree | f2cb920306275c6608c2b03a40c277b9fa584fbd /intern/cycles/kernel/bvh/qbvh_volume_all.h | |
parent | a1348dde2ed27d0a8a1d62f9e17602857b1f19f1 (diff) |
Cycles: Use SSE-optimized version of triangle intersection for motion triangles
The title says it all actually. Gives up to 10% speedup on test scenes here
on i7-6800K.
Render times on GPU are unreliable here, but there might be some slowdown
caused by watertight nature of intersections.
Diffstat (limited to 'intern/cycles/kernel/bvh/qbvh_volume_all.h')
-rw-r--r-- | intern/cycles/kernel/bvh/qbvh_volume_all.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/kernel/bvh/qbvh_volume_all.h b/intern/cycles/kernel/bvh/qbvh_volume_all.h index 4e1ee04916b..3dbac8446d7 100644 --- a/intern/cycles/kernel/bvh/qbvh_volume_all.h +++ b/intern/cycles/kernel/bvh/qbvh_volume_all.h @@ -309,7 +309,7 @@ ccl_device uint BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg, continue; } /* Intersect ray against primitive. */ - hit = motion_triangle_intersect(kg, isect_array, P, dir, ray->time, visibility, object, prim_addr); + hit = motion_triangle_intersect(kg, &isect_precalc, isect_array, P, ray->time, visibility, object, prim_addr); if(hit) { /* Move on to next entry in intersections array. */ isect_array++; |