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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/osl
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/osl')
-rw-r--r--intern/cycles/kernel/osl/osl_services.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/kernel/osl/osl_services.cpp b/intern/cycles/kernel/osl/osl_services.cpp
index 222475b3778..415de9cd66b 100644
--- a/intern/cycles/kernel/osl/osl_services.cpp
+++ b/intern/cycles/kernel/osl/osl_services.cpp
@@ -1406,7 +1406,7 @@ bool OSLRenderServices::trace(TraceOpt &options,
/* Raytrace, leaving out shadow opaque to avoid early exit. */
uint visibility = PATH_RAY_ALL_VISIBILITY - PATH_RAY_SHADOW_OPAQUE;
- return scene_intersect(kg, ray, visibility, &tracedata->isect);
+ return scene_intersect(kg, &ray, visibility, &tracedata->isect);
}
bool OSLRenderServices::getmessage(OSL::ShaderGlobals *sg,