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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-09-08 22:58:07 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-09-08 22:58:07 +0400
commit9b31cba74e2bd84e9988ebdab723e6e43f9b8357 (patch)
treefb8e8e539247f916784fb967387641f7a9291ace /intern/cycles/kernel/svm/bsdf_diffuse.h
parent6b134ae357188358f1437650924ab38886386860 (diff)
Cycles: some warning fixes, cpu device task tweaks, avoid unnecessary
tonemap in non-viewport render, and some utility functions.
Diffstat (limited to 'intern/cycles/kernel/svm/bsdf_diffuse.h')
-rw-r--r--intern/cycles/kernel/svm/bsdf_diffuse.h10
1 files changed, 0 insertions, 10 deletions
diff --git a/intern/cycles/kernel/svm/bsdf_diffuse.h b/intern/cycles/kernel/svm/bsdf_diffuse.h
index dcd29534109..a917db86ff5 100644
--- a/intern/cycles/kernel/svm/bsdf_diffuse.h
+++ b/intern/cycles/kernel/svm/bsdf_diffuse.h
@@ -43,9 +43,6 @@ typedef struct BsdfDiffuseClosure {
__device void bsdf_diffuse_setup(ShaderData *sd, float3 N)
{
- //BsdfDiffuseClosure *self = (BsdfDiffuseClosure*)sd->svm_closure_data;
- //self->m_N = N;
-
sd->svm_closure = CLOSURE_BSDF_DIFFUSE_ID;
sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL;
}
@@ -56,7 +53,6 @@ __device void bsdf_diffuse_blur(ShaderData *sd, float roughness)
__device float3 bsdf_diffuse_eval_reflect(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf)
{
- //const BsdfDiffuseClosure *self = (const BsdfDiffuseClosure*)sd->svm_closure_data;
float3 m_N = sd->N;
float cos_pi = fmaxf(dot(m_N, omega_in), 0.0f) * M_1_PI_F;
@@ -76,7 +72,6 @@ __device float bsdf_diffuse_albedo(const ShaderData *sd, const float3 I)
__device int bsdf_diffuse_sample(const ShaderData *sd, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
- //const BsdfDiffuseClosure *self = (const BsdfDiffuseClosure*)sd->svm_closure_data;
float3 m_N = sd->N;
// distribution over the hemisphere
@@ -106,9 +101,6 @@ typedef struct BsdfTranslucentClosure {
__device void bsdf_translucent_setup(ShaderData *sd, float3 N)
{
- //BsdfTranslucentClosure *self = (BsdfTranslucentClosure*)sd->svm_closure_data;
- //self->m_N = N;
-
sd->svm_closure = CLOSURE_BSDF_TRANSLUCENT_ID;
sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL;
}
@@ -124,7 +116,6 @@ __device float3 bsdf_translucent_eval_reflect(const ShaderData *sd, const float3
__device float3 bsdf_translucent_eval_transmit(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf)
{
- //const BsdfTranslucentClosure *self = (const BsdfTranslucentClosure*)sd->svm_closure_data;
float3 m_N = sd->N;
float cos_pi = fmaxf(-dot(m_N, omega_in), 0.0f) * M_1_PI_F;
@@ -139,7 +130,6 @@ __device float bsdf_translucent_albedo(const ShaderData *sd, const float3 I)
__device int bsdf_translucent_sample(const ShaderData *sd, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
- //const BsdfTranslucentClosure *self = (const BsdfTranslucentClosure*)sd->svm_closure_data;
float3 m_N = sd->N;
// we are viewing the surface from the right side - send a ray out with cosine