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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2014-04-21 17:53:20 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2014-04-21 18:14:37 +0400
commit04a10907dc41a3016374f9efc4820987cc7a5460 (patch)
treed737a14c5876104e7da4f85ca9db898a1dd3dcad /intern/cycles/kernel/kernel_emission.h
parent7765b73f6d2002b074b7e78985171ef035075fbb (diff)
Code cleanup: remove old closure sampling code Cycles.
This was the original code to get things working on old GPUs, but now it is no longer in use and various features in fact depend on this to work correctly to the point that enabling this code is too buggy to be useful.
Diffstat (limited to 'intern/cycles/kernel/kernel_emission.h')
-rw-r--r--intern/cycles/kernel/kernel_emission.h10
1 files changed, 5 insertions, 5 deletions
diff --git a/intern/cycles/kernel/kernel_emission.h b/intern/cycles/kernel/kernel_emission.h
index 4c4f15c0e0a..5aac262744f 100644
--- a/intern/cycles/kernel/kernel_emission.h
+++ b/intern/cycles/kernel/kernel_emission.h
@@ -18,7 +18,7 @@ CCL_NAMESPACE_BEGIN
/* Direction Emission */
-ccl_device_noinline float3 direct_emissive_eval(KernelGlobals *kg, float rando,
+ccl_device_noinline float3 direct_emissive_eval(KernelGlobals *kg,
LightSample *ls, float3 I, differential3 dI, float t, float time, int bounce, int transparent_bounce)
{
/* setup shading at emitter */
@@ -49,7 +49,7 @@ ccl_device_noinline float3 direct_emissive_eval(KernelGlobals *kg, float rando,
/* no path flag, we're evaluating this for all closures. that's weak but
* we'd have to do multiple evaluations otherwise */
- shader_eval_surface(kg, &sd, rando, 0, SHADER_CONTEXT_EMISSION);
+ shader_eval_surface(kg, &sd, 0.0f, 0, SHADER_CONTEXT_EMISSION);
/* evaluate emissive closure */
if(sd.flag & SD_EMISSION)
@@ -64,7 +64,7 @@ ccl_device_noinline float3 direct_emissive_eval(KernelGlobals *kg, float rando,
}
ccl_device_noinline bool direct_emission(KernelGlobals *kg, ShaderData *sd, int lindex,
- float randt, float rando, float randu, float randv, Ray *ray, BsdfEval *eval,
+ float randt, float randu, float randv, Ray *ray, BsdfEval *eval,
bool *is_lamp, int bounce, int transparent_bounce)
{
LightSample ls;
@@ -88,7 +88,7 @@ ccl_device_noinline bool direct_emission(KernelGlobals *kg, ShaderData *sd, int
differential3 dD = differential3_zero();
/* evaluate closure */
- float3 light_eval = direct_emissive_eval(kg, rando, &ls, -ls.D, dD, ls.t, sd->time, bounce, transparent_bounce);
+ float3 light_eval = direct_emissive_eval(kg, &ls, -ls.D, dD, ls.t, sd->time, bounce, transparent_bounce);
if(is_zero(light_eval))
return false;
@@ -204,7 +204,7 @@ ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg, Ray *ray, int
}
#endif
- float3 L = direct_emissive_eval(kg, 0.0f, &ls, -ray->D, ray->dD, ls.t, ray->time, bounce, transparent_bounce);
+ float3 L = direct_emissive_eval(kg, &ls, -ray->D, ray->dD, ls.t, ray->time, bounce, transparent_bounce);
if(!(path_flag & PATH_RAY_MIS_SKIP)) {
/* multiple importance sampling, get regular light pdf,