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authorMai Lavelle <mai.lavelle@gmail.com>2017-11-09 08:49:15 +0300
committerMai Lavelle <mai.lavelle@gmail.com>2017-11-09 09:04:06 +0300
commit087331c495b04ebd37903c0dc0e46262354cf026 (patch)
treeef63fbab4859021585d002f4782840d6e91365a2 /intern/cycles/kernel/kernel_subsurface.h
parent6febe6e725381456f39966e0f685da67cfe52bce (diff)
Cycles: Replace __MAX_CLOSURE__ build option with runtime integrator variable
Goal is to reduce OpenCL kernel recompilations. Currently viewport renders are still set to use 64 closures as this seems to be faster and we don't want to cause a performance regression there. Needs to be investigated. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2775
Diffstat (limited to 'intern/cycles/kernel/kernel_subsurface.h')
-rw-r--r--intern/cycles/kernel/kernel_subsurface.h10
1 files changed, 5 insertions, 5 deletions
diff --git a/intern/cycles/kernel/kernel_subsurface.h b/intern/cycles/kernel/kernel_subsurface.h
index 87e7d7ff398..616ad71af3c 100644
--- a/intern/cycles/kernel/kernel_subsurface.h
+++ b/intern/cycles/kernel/kernel_subsurface.h
@@ -76,11 +76,11 @@ ccl_device_inline float3 subsurface_scatter_eval(ShaderData *sd,
}
/* replace closures with a single diffuse bsdf closure after scatter step */
-ccl_device void subsurface_scatter_setup_diffuse_bsdf(ShaderData *sd, const ShaderClosure *sc, float3 weight, bool hit, float3 N)
+ccl_device void subsurface_scatter_setup_diffuse_bsdf(KernelGlobals *kg, ShaderData *sd, const ShaderClosure *sc, float3 weight, bool hit, float3 N)
{
sd->flag &= ~SD_CLOSURE_FLAGS;
sd->num_closure = 0;
- sd->num_closure_left = MAX_CLOSURE;
+ sd->num_closure_left = kernel_data.integrator.max_closures;
if(hit) {
Bssrdf *bssrdf = (Bssrdf *)sc;
@@ -154,7 +154,7 @@ ccl_device void subsurface_color_bump_blur(KernelGlobals *kg,
if(bump || texture_blur > 0.0f) {
/* average color and normal at incoming point */
- shader_eval_surface(kg, sd, state, state_flag, MAX_CLOSURE);
+ shader_eval_surface(kg, sd, state, state_flag, kernel_data.integrator.max_closures);
float3 in_color = shader_bssrdf_sum(sd, (bump)? N: NULL, NULL);
/* we simply divide out the average color and multiply with the average
@@ -342,7 +342,7 @@ ccl_device_noinline void subsurface_scatter_multi_setup(
subsurface_color_bump_blur(kg, sd, state, state_flag, &weight, &N);
/* Setup diffuse BSDF. */
- subsurface_scatter_setup_diffuse_bsdf(sd, sc, weight, true, N);
+ subsurface_scatter_setup_diffuse_bsdf(kg, sd, sc, weight, true, N);
}
/* subsurface scattering step, from a point on the surface to another nearby point on the same object */
@@ -439,7 +439,7 @@ ccl_device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, ccl_a
subsurface_color_bump_blur(kg, sd, state, state_flag, &eval, &N);
/* setup diffuse bsdf */
- subsurface_scatter_setup_diffuse_bsdf(sd, sc, eval, (ss_isect.num_hits > 0), N);
+ subsurface_scatter_setup_diffuse_bsdf(kg, sd, sc, eval, (ss_isect.num_hits > 0), N);
}
CCL_NAMESPACE_END