diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-08-19 05:11:25 +0300 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-08-19 19:14:16 +0300 |
commit | cfa8b762e20dce2e59aff5dffed872a9e3631f3c (patch) | |
tree | 60af71217099a654f1ced2de0c6a730fbd9b0fdc /intern/cycles/kernel/kernel_subsurface.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_subsurface.h')
-rw-r--r-- | intern/cycles/kernel/kernel_subsurface.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/intern/cycles/kernel/kernel_subsurface.h b/intern/cycles/kernel/kernel_subsurface.h index 6475d4b66fd..f2c5e5298c4 100644 --- a/intern/cycles/kernel/kernel_subsurface.h +++ b/intern/cycles/kernel/kernel_subsurface.h @@ -219,7 +219,7 @@ 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, NULL, state, 0.0f, state_flag, SHADER_CONTEXT_SSS); + shader_eval_surface(kg, sd, state, 0.0f, state_flag, SHADER_CONTEXT_SSS); float3 in_color = shader_bssrdf_sum(sd, (bump)? N: NULL, NULL); /* we simply divide out the average color and multiply with the average @@ -243,7 +243,7 @@ ccl_device_inline int subsurface_scatter_multi_intersect( SubsurfaceIntersection *ss_isect, ShaderData *sd, ShaderClosure *sc, - RNG *lcg_state, + uint *lcg_state, float disk_u, float disk_v, bool all) |