Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorBrecht Van Lommel <brechtvanlommel@gmail.com>2017-08-19 05:11:25 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2017-08-19 19:14:16 +0300
commitcfa8b762e20dce2e59aff5dffed872a9e3631f3c (patch)
tree60af71217099a654f1ced2de0c6a730fbd9b0fdc /intern/cycles/kernel/kernel_path_state.h
parent1cc4033df8d7fdd87bc1be14e265ab77f0713e54 (diff)
Code cleanup: move rng into path state.
Also pass by value and don't write back now that it is just a hash for seeding and no longer an LCG state. Together this makes CUDA a tiny bit faster in my tests, but mainly simplifies code.
Diffstat (limited to 'intern/cycles/kernel/kernel_path_state.h')
-rw-r--r--intern/cycles/kernel/kernel_path_state.h5
1 files changed, 3 insertions, 2 deletions
diff --git a/intern/cycles/kernel/kernel_path_state.h b/intern/cycles/kernel/kernel_path_state.h
index 28582de979d..b539224db31 100644
--- a/intern/cycles/kernel/kernel_path_state.h
+++ b/intern/cycles/kernel/kernel_path_state.h
@@ -19,12 +19,13 @@ CCL_NAMESPACE_BEGIN
ccl_device_inline void path_state_init(KernelGlobals *kg,
ShaderData *stack_sd,
ccl_addr_space PathState *state,
- RNG *rng,
+ uint rng_hash,
int sample,
ccl_addr_space Ray *ray)
{
state->flag = PATH_RAY_CAMERA|PATH_RAY_MIS_SKIP;
+ state->rng_hash = rng_hash;
state->rng_offset = PRNG_BASE_NUM;
state->sample = sample;
state->num_samples = kernel_data.integrator.aa_samples;
@@ -58,7 +59,7 @@ ccl_device_inline void path_state_init(KernelGlobals *kg,
/* Initialize volume stack with volume we are inside of. */
kernel_volume_stack_init(kg, stack_sd, state, ray, state->volume_stack);
/* Seed RNG for cases where we can't use stratified samples .*/
- state->rng_congruential = lcg_init(*rng + sample*0x51633e2d);
+ state->rng_congruential = lcg_init(rng_hash + sample*0x51633e2d);
}
else {
state->volume_stack[0].shader = SHADER_NONE;