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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-08-19 05:11:25 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-08-19 19:14:16 +0300 |
commit | cfa8b762e20dce2e59aff5dffed872a9e3631f3c (patch) | |
tree | 60af71217099a654f1ced2de0c6a730fbd9b0fdc /intern/cycles/kernel/kernel_shadow.h | |
parent | 1cc4033df8d7fdd87bc1be14e265ab77f0713e54 (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_shadow.h')
-rw-r--r-- | intern/cycles/kernel/kernel_shadow.h | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h index 10e9083551e..e9ce4ddc7bf 100644 --- a/intern/cycles/kernel/kernel_shadow.h +++ b/intern/cycles/kernel/kernel_shadow.h @@ -49,7 +49,6 @@ ccl_device_forceinline bool shadow_handle_transparent_isect( path_state_modify_bounce(state, true); shader_eval_surface(kg, shadow_sd, - NULL, state, 0.0f, PATH_RAY_SHADOW, |