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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2017-11-01 21:00:42 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2017-11-05 20:13:44 +0300
commit2c02a04c464c2f5c6e211ceb7b21255eaca7e087 (patch)
tree005c4b99ecf43db7513e9b5c2dfcaca56e1608a1 /intern/cycles/kernel/split
parentcac3d4d16691d77e8e01f158be07d182e56e9755 (diff)
Code refactor: remove emission and background closures, sum directly.
Diffstat (limited to 'intern/cycles/kernel/split')
-rw-r--r--intern/cycles/kernel/split/kernel_indirect_background.h4
-rw-r--r--intern/cycles/kernel/split/kernel_lamp_emission.h4
2 files changed, 4 insertions, 4 deletions
diff --git a/intern/cycles/kernel/split/kernel_indirect_background.h b/intern/cycles/kernel/split/kernel_indirect_background.h
index 437043a5971..0c894bd3d71 100644
--- a/intern/cycles/kernel/split/kernel_indirect_background.h
+++ b/intern/cycles/kernel/split/kernel_indirect_background.h
@@ -55,9 +55,9 @@ ccl_device void kernel_indirect_background(KernelGlobals *kg)
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
float3 throughput = kernel_split_state.throughput[ray_index];
- ShaderData *emission_sd = &kernel_split_state.sd_DL_shadow[ray_index];
+ ShaderData *sd = &kernel_split_state.sd[ray_index];
- kernel_path_background(kg, state, ray, throughput, emission_sd, L);
+ kernel_path_background(kg, state, ray, throughput, sd, L);
kernel_split_path_end(kg, ray_index);
}
}
diff --git a/intern/cycles/kernel/split/kernel_lamp_emission.h b/intern/cycles/kernel/split/kernel_lamp_emission.h
index 448456d167d..d5099ac66e6 100644
--- a/intern/cycles/kernel/split/kernel_lamp_emission.h
+++ b/intern/cycles/kernel/split/kernel_lamp_emission.h
@@ -58,9 +58,9 @@ ccl_device void kernel_lamp_emission(KernelGlobals *kg)
float3 throughput = kernel_split_state.throughput[ray_index];
Ray ray = kernel_split_state.ray[ray_index];
ccl_global Intersection *isect = &kernel_split_state.isect[ray_index];
- ShaderData *emission_sd = &kernel_split_state.sd_DL_shadow[ray_index];
+ ShaderData *sd = &kernel_split_state.sd[ray_index];
- kernel_path_lamp_emission(kg, state, &ray, throughput, isect, emission_sd, L);
+ kernel_path_lamp_emission(kg, state, &ray, throughput, isect, sd, L);
}
}