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authorBrecht Van Lommel <brecht@blender.org>2022-09-02 16:32:46 +0300
committerBrecht Van Lommel <brecht@blender.org>2022-09-02 18:13:28 +0300
commitaa174f632e32695128e149e0559ac10e7f1d3f57 (patch)
tree00fc18f301ee5e6bfbc6dcd8b2573f125c87d126 /intern/cycles/kernel/light
parentb8653398332f00754217421fa8f4f289c0ed147a (diff)
Cleanup: split surface/displacement/volume shader eval into separate files
Diffstat (limited to 'intern/cycles/kernel/light')
-rw-r--r--intern/cycles/kernel/light/sample.h12
1 files changed, 6 insertions, 6 deletions
diff --git a/intern/cycles/kernel/light/sample.h b/intern/cycles/kernel/light/sample.h
index 1ae6fecbd28..e0d4f221bef 100644
--- a/intern/cycles/kernel/light/sample.h
+++ b/intern/cycles/kernel/light/sample.h
@@ -4,7 +4,7 @@
#pragma once
#include "kernel/integrator/path_state.h"
-#include "kernel/integrator/shader_eval.h"
+#include "kernel/integrator/surface_shader.h"
#include "kernel/light/light.h"
@@ -24,13 +24,13 @@ light_sample_shader_eval(KernelGlobals kg,
/* setup shading at emitter */
Spectrum eval = zero_spectrum();
- if (shader_constant_emission_eval(kg, ls->shader, &eval)) {
+ if (surface_shader_constant_emission(kg, ls->shader, &eval)) {
if ((ls->prim != PRIM_NONE) && dot(ls->Ng, ls->D) > 0.0f) {
ls->Ng = -ls->Ng;
}
}
else {
- /* Setup shader data and call shader_eval_surface once, better
+ /* Setup shader data and call surface_shader_eval once, better
* for GPU coherence and compile times. */
PROFILING_INIT_FOR_SHADER(kg, PROFILING_SHADE_LIGHT_SETUP);
if (ls->type == LIGHT_BACKGROUND) {
@@ -60,15 +60,15 @@ light_sample_shader_eval(KernelGlobals kg,
/* No proper path flag, we're evaluating this for all closures. that's
* weak but we'd have to do multiple evaluations otherwise. */
- shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT>(
+ surface_shader_eval<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT>(
kg, state, emission_sd, NULL, PATH_RAY_EMISSION);
/* Evaluate closures. */
if (ls->type == LIGHT_BACKGROUND) {
- eval = shader_background_eval(emission_sd);
+ eval = surface_shader_background(emission_sd);
}
else {
- eval = shader_emissive_eval(emission_sd);
+ eval = surface_shader_emission(emission_sd);
}
}