diff options
author | Thomas Dinges <blender@dingto.org> | 2015-02-17 15:43:12 +0300 |
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committer | Thomas Dinges <blender@dingto.org> | 2015-02-17 15:44:25 +0300 |
commit | bf878d3c3d39b0f460add02514f5a32dc8169613 (patch) | |
tree | 30e8ea698ade339af9fabcfe2d2f71ffe1ab7192 /intern/cycles/kernel/closure/bsdf.h | |
parent | 4660c00ac57effeb9598bb3083900dc354a4f43f (diff) |
Cycles: Remove empty closure blur code and the corresponding entries in the switch.
Most compilers will probably optimize that out, but I still don't see a reason to keep it.
Diffstat (limited to 'intern/cycles/kernel/closure/bsdf.h')
-rw-r--r-- | intern/cycles/kernel/closure/bsdf.h | 45 |
1 files changed, 4 insertions, 41 deletions
diff --git a/intern/cycles/kernel/closure/bsdf.h b/intern/cycles/kernel/closure/bsdf.h index 56cd52f69e6..2b9e2a4e44d 100644 --- a/intern/cycles/kernel/closure/bsdf.h +++ b/intern/cycles/kernel/closure/bsdf.h @@ -275,6 +275,8 @@ ccl_device float3 bsdf_eval(KernelGlobals *kg, const ShaderData *sd, const Shade ccl_device void bsdf_blur(KernelGlobals *kg, ShaderClosure *sc, float roughness) { +/* ToDo: do we want to blur volume closures? */ + #ifdef __OSL__ if(kg->osl && sc->prim) { OSLShader::bsdf_blur(sc, roughness); @@ -282,33 +284,8 @@ ccl_device void bsdf_blur(KernelGlobals *kg, ShaderClosure *sc, float roughness) } #endif - switch(sc->type) { - case CLOSURE_BSDF_DIFFUSE_ID: - case CLOSURE_BSDF_BSSRDF_ID: - bsdf_diffuse_blur(sc, roughness); - break; #ifdef __SVM__ - case CLOSURE_BSDF_OREN_NAYAR_ID: - bsdf_oren_nayar_blur(sc, roughness); - break; - /*case CLOSURE_BSDF_PHONG_RAMP_ID: - bsdf_phong_ramp_blur(sc, roughness); - break; - case CLOSURE_BSDF_DIFFUSE_RAMP_ID: - bsdf_diffuse_ramp_blur(sc, roughness); - break;*/ - case CLOSURE_BSDF_TRANSLUCENT_ID: - bsdf_translucent_blur(sc, roughness); - break; - case CLOSURE_BSDF_REFLECTION_ID: - bsdf_reflection_blur(sc, roughness); - break; - case CLOSURE_BSDF_REFRACTION_ID: - bsdf_refraction_blur(sc, roughness); - break; - case CLOSURE_BSDF_TRANSPARENT_ID: - bsdf_transparent_blur(sc, roughness); - break; + switch(sc->type) { case CLOSURE_BSDF_MICROFACET_GGX_ID: case CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID: case CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID: @@ -323,24 +300,10 @@ ccl_device void bsdf_blur(KernelGlobals *kg, ShaderClosure *sc, float roughness) case CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID: bsdf_ashikhmin_shirley_blur(sc, roughness); break; - case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID: - bsdf_ashikhmin_velvet_blur(sc, roughness); - break; - case CLOSURE_BSDF_DIFFUSE_TOON_ID: - bsdf_diffuse_toon_blur(sc, roughness); - break; - case CLOSURE_BSDF_GLOSSY_TOON_ID: - bsdf_glossy_toon_blur(sc, roughness); - break; - case CLOSURE_BSDF_HAIR_REFLECTION_ID: - case CLOSURE_BSDF_HAIR_TRANSMISSION_ID: - bsdf_hair_reflection_blur(sc, roughness); - break; -#endif - /* todo: do we want to blur volume closures? */ default: break; } +#endif } CCL_NAMESPACE_END |