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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_shadow.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_shadow.h')
-rw-r--r--intern/cycles/kernel/kernel_shadow.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h
index 6640f64518a..c02d7d77faf 100644
--- a/intern/cycles/kernel/kernel_shadow.h
+++ b/intern/cycles/kernel/kernel_shadow.h
@@ -103,7 +103,7 @@ ccl_device bool shadow_blocked_opaque(KernelGlobals *kg,
Intersection *isect,
float3 *shadow)
{
- const bool blocked = scene_intersect(kg, *ray, visibility & PATH_RAY_SHADOW_OPAQUE, isect);
+ const bool blocked = scene_intersect(kg, ray, visibility & PATH_RAY_SHADOW_OPAQUE, isect);
#ifdef __VOLUME__
if (!blocked && state->volume_stack[0].shader != SHADER_NONE) {
/* Apply attenuation from current volume shader. */
@@ -318,7 +318,7 @@ ccl_device bool shadow_blocked_transparent_stepped_loop(KernelGlobals *kg,
if (bounce >= kernel_data.integrator.transparent_max_bounce) {
return true;
}
- if (!scene_intersect(kg, *ray, visibility & PATH_RAY_SHADOW_TRANSPARENT, isect)) {
+ if (!scene_intersect(kg, ray, visibility & PATH_RAY_SHADOW_TRANSPARENT, isect)) {
break;
}
if (!shader_transparent_shadow(kg, isect)) {
@@ -374,7 +374,7 @@ ccl_device bool shadow_blocked_transparent_stepped(KernelGlobals *kg,
Intersection *isect,
float3 *shadow)
{
- bool blocked = scene_intersect(kg, *ray, visibility & PATH_RAY_SHADOW_OPAQUE, isect);
+ bool blocked = scene_intersect(kg, ray, visibility & PATH_RAY_SHADOW_OPAQUE, isect);
bool is_transparent_isect = blocked ? shader_transparent_shadow(kg, isect) : false;
return shadow_blocked_transparent_stepped_loop(
kg, sd, shadow_sd, state, visibility, ray, isect, blocked, is_transparent_isect, shadow);
@@ -433,7 +433,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg,
* TODO(sergey): Check why using record-all behavior causes slowdown in such
* cases. Could that be caused by a higher spill pressure?
*/
- const bool blocked = scene_intersect(kg, *ray, visibility & PATH_RAY_SHADOW_OPAQUE, &isect);
+ const bool blocked = scene_intersect(kg, ray, visibility & PATH_RAY_SHADOW_OPAQUE, &isect);
const bool is_transparent_isect = blocked ? shader_transparent_shadow(kg, &isect) : false;
if (!blocked || !is_transparent_isect || max_hits + 1 >= SHADOW_STACK_MAX_HITS) {
return shadow_blocked_transparent_stepped_loop(