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authorBrecht Van Lommel <brecht@blender.org>2022-08-26 14:14:57 +0300
committerBrecht Van Lommel <brecht@blender.org>2022-09-01 15:57:39 +0300
commit60119daef569f647c3004360daf657739461b750 (patch)
tree6553b5a16777fdc32afa3fe07dd7d017bc6d1c80 /intern/cycles/kernel/integrator/shade_surface.h
parent50df9caef01a4225db216d9c4c0515134f7a37bf (diff)
Cycles: remove old Sobol pattern, simplify sampling dimensions
The multi-dimensional Sobol pattern required us to carefully use as low dimensions as possible, as quality goes down in higher dimensions. Now that we have two sampling patterns that are at least as good, there is no need to keep it around and the implementation can be simplified. Differential Revision: https://developer.blender.org/D15788
Diffstat (limited to 'intern/cycles/kernel/integrator/shade_surface.h')
-rw-r--r--intern/cycles/kernel/integrator/shade_surface.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/intern/cycles/kernel/integrator/shade_surface.h b/intern/cycles/kernel/integrator/shade_surface.h
index f42e2979b3b..3225a27701c 100644
--- a/intern/cycles/kernel/integrator/shade_surface.h
+++ b/intern/cycles/kernel/integrator/shade_surface.h
@@ -156,7 +156,7 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
const uint bounce = INTEGRATOR_STATE(state, path, bounce);
float light_u, light_v;
- path_state_rng_2D(kg, rng_state, PRNG_LIGHT_U, &light_u, &light_v);
+ path_state_rng_2D(kg, rng_state, PRNG_LIGHT, &light_u, &light_v);
if (!light_distribution_sample_from_position(
kg, light_u, light_v, sd->time, sd->P, bounce, path_flag, &ls)) {
@@ -348,7 +348,7 @@ ccl_device_forceinline int integrate_surface_bsdf_bssrdf_bounce(
}
float bsdf_u, bsdf_v;
- path_state_rng_2D(kg, rng_state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
+ path_state_rng_2D(kg, rng_state, PRNG_SURFACE_BSDF, &bsdf_u, &bsdf_v);
ccl_private const ShaderClosure *sc = shader_bsdf_bssrdf_pick(sd, &bsdf_u);
#ifdef __SUBSURFACE__
@@ -457,7 +457,7 @@ ccl_device_forceinline void integrate_surface_ao(KernelGlobals kg,
}
float bsdf_u, bsdf_v;
- path_state_rng_2D(kg, rng_state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
+ path_state_rng_2D(kg, rng_state, PRNG_SURFACE_BSDF, &bsdf_u, &bsdf_v);
float3 ao_N;
const Spectrum ao_weight = shader_bsdf_ao(