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authorThomas Dinges <blender@dingto.org>2014-08-24 18:15:57 +0400
committerThomas Dinges <blender@dingto.org>2014-08-24 18:15:57 +0400
commit031620aba22d153ed71c86f8378b3637444ece3e (patch)
treec769cb5a5af872a8700b1b894a10f5729b4d5cd8 /intern/cycles/kernel/kernel_volume.h
parentc89287e057092e4f479d3db920e61b295fe355ef (diff)
Cycles: Avoid redundant call to volume_stack_is_heterogeneous() for Distance Sampling.
Diffstat (limited to 'intern/cycles/kernel/kernel_volume.h')
-rw-r--r--intern/cycles/kernel/kernel_volume.h3
1 files changed, 1 insertions, 2 deletions
diff --git a/intern/cycles/kernel/kernel_volume.h b/intern/cycles/kernel/kernel_volume.h
index 402867fa00c..ea02ede10cd 100644
--- a/intern/cycles/kernel/kernel_volume.h
+++ b/intern/cycles/kernel/kernel_volume.h
@@ -560,13 +560,12 @@ ccl_device VolumeIntegrateResult kernel_volume_integrate_heterogeneous_distance(
* between the endpoints. distance sampling is used to decide if we will
* scatter or not. */
ccl_device_noinline VolumeIntegrateResult kernel_volume_integrate(KernelGlobals *kg,
- PathState *state, ShaderData *sd, Ray *ray, PathRadiance *L, float3 *throughput, RNG *rng)
+ PathState *state, ShaderData *sd, Ray *ray, PathRadiance *L, float3 *throughput, RNG *rng, bool heterogeneous)
{
/* workaround to fix correlation bug in T38710, can find better solution
* in random number generator later, for now this is done here to not impact
* performance of rendering without volumes */
RNG tmp_rng = cmj_hash(*rng, state->rng_offset);
- bool heterogeneous = volume_stack_is_heterogeneous(kg, state->volume_stack);
shader_setup_from_volume(kg, sd, ray, state->bounce, state->transparent_bounce);