diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2016-01-14 17:58:22 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2016-01-28 20:59:27 +0300 |
commit | e2161ca854da03bae8c17c7cfac6dbcd9d62f33b (patch) | |
tree | 6e5a2e0afc4fca9ae226dce79caefad82cc5b07a /intern/cycles/kernel/kernel_shadow.h | |
parent | 53ef03d20f5ce1dc0c6cb49c759f0be3f467340f (diff) |
Cycles: Remove few function arguments needed only for the split kernel
Use KernelGlobals to access all the global arrays for the intermediate
storage instead of passing all this storage things explicitly.
Tested here with Intel OpenCL, NVIDIA GTX580 and AMD Fiji, didn't see
any artifacts, so guess it's all good.
Reviewers: juicyfruit, dingto, lukasstockner97
Differential Revision: https://developer.blender.org/D1736
Diffstat (limited to 'intern/cycles/kernel/kernel_shadow.h')
-rw-r--r-- | intern/cycles/kernel/kernel_shadow.h | 10 |
1 files changed, 3 insertions, 7 deletions
diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h index e86051095a5..aefa5d5be85 100644 --- a/intern/cycles/kernel/kernel_shadow.h +++ b/intern/cycles/kernel/kernel_shadow.h @@ -186,11 +186,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray * ccl_device_noinline bool shadow_blocked(KernelGlobals *kg, ccl_addr_space PathState *state, ccl_addr_space Ray *ray_input, - float3 *shadow -#ifdef __SPLIT_KERNEL__ - , ShaderData *sd_mem, Intersection *isect_mem -#endif - ) + float3 *shadow) { *shadow = make_float3(1.0f, 1.0f, 1.0f); @@ -205,7 +201,7 @@ ccl_device_noinline bool shadow_blocked(KernelGlobals *kg, #endif #ifdef __SPLIT_KERNEL__ - Intersection *isect = isect_mem; + Intersection *isect = &kg->isect_shadow[TIDX]; #else Intersection isect_object; Intersection *isect = &isect_object; @@ -254,7 +250,7 @@ ccl_device_noinline bool shadow_blocked(KernelGlobals *kg, /* setup shader data at surface */ #ifdef __SPLIT_KERNEL__ - ShaderData *sd = sd_mem; + ShaderData *sd = kg->sd_input; #else ShaderData sd_object; ShaderData *sd = &sd_object; |