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authorPatrick Mours <pmours@nvidia.com>2019-08-21 13:06:26 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2019-08-26 11:26:53 +0300
commitdb257e679a63b1a6a5e361a0b1906e89e8de50cf (patch)
tree09b822e4b7f3070ce111fc89f5b95f3752baf146 /intern/cycles/kernel/kernel_path.h
parentedbb755dfe54f929c08aa6ec77c134462581fbfe (diff)
Cycles: remove workaround to pass ray by value
CUDA is working correct without it now, and it's more efficient not to do this. Ref D5363
Diffstat (limited to 'intern/cycles/kernel/kernel_path.h')
-rw-r--r--intern/cycles/kernel/kernel_path.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/kernel/kernel_path.h b/intern/cycles/kernel/kernel_path.h
index c7e49930701..1e8d54a23bf 100644
--- a/intern/cycles/kernel/kernel_path.h
+++ b/intern/cycles/kernel/kernel_path.h
@@ -65,7 +65,7 @@ ccl_device_forceinline bool kernel_path_scene_intersect(KernelGlobals *kg,
ray->t = kernel_data.background.ao_distance;
}
- bool hit = scene_intersect(kg, *ray, visibility, isect);
+ bool hit = scene_intersect(kg, ray, visibility, isect);
#ifdef __KERNEL_DEBUG__
if (state->flag & PATH_RAY_CAMERA) {