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Diffstat (limited to 'intern/cycles/kernel/closure/alloc.h')
-rw-r--r--intern/cycles/kernel/closure/alloc.h25
1 files changed, 11 insertions, 14 deletions
diff --git a/intern/cycles/kernel/closure/alloc.h b/intern/cycles/kernel/closure/alloc.h
index b7abc1ec507..b903aeb8073 100644
--- a/intern/cycles/kernel/closure/alloc.h
+++ b/intern/cycles/kernel/closure/alloc.h
@@ -20,17 +20,16 @@ ccl_device ShaderClosure *closure_alloc(ShaderData *sd, int size, ClosureType ty
{
kernel_assert(size <= sizeof(ShaderClosure));
- int num_closure = ccl_fetch(sd, num_closure);
- int num_closure_extra = ccl_fetch(sd, num_closure_extra);
- if(num_closure + num_closure_extra >= MAX_CLOSURE)
+ if(sd->num_closure_left == 0)
return NULL;
- ShaderClosure *sc = &ccl_fetch(sd, closure)[num_closure];
+ ShaderClosure *sc = &sd->closure[sd->num_closure];
sc->type = type;
sc->weight = weight;
- ccl_fetch(sd, num_closure)++;
+ sd->num_closure++;
+ sd->num_closure_left--;
return sc;
}
@@ -44,25 +43,23 @@ ccl_device ccl_addr_space void *closure_alloc_extra(ShaderData *sd, int size)
* This lets us keep the same fast array iteration over closures, as we
* found linked list iteration and iteration with skipping to be slower. */
int num_extra = ((size + sizeof(ShaderClosure) - 1) / sizeof(ShaderClosure));
- int num_closure = ccl_fetch(sd, num_closure);
- int num_closure_extra = ccl_fetch(sd, num_closure_extra) + num_extra;
- if(num_closure + num_closure_extra > MAX_CLOSURE) {
- /* Remove previous closure. */
- ccl_fetch(sd, num_closure)--;
- ccl_fetch(sd, num_closure_extra)++;
+ if(num_extra > sd->num_closure_left) {
+ /* Remove previous closure if it was allocated. */
+ sd->num_closure--;
+ sd->num_closure_left++;
return NULL;
}
- ccl_fetch(sd, num_closure_extra) = num_closure_extra;
- return (ccl_addr_space void*)(ccl_fetch(sd, closure) + MAX_CLOSURE - num_closure_extra);
+ sd->num_closure_left -= num_extra;
+ return (ccl_addr_space void*)(sd->closure + sd->num_closure + sd->num_closure_left);
}
ccl_device_inline ShaderClosure *bsdf_alloc(ShaderData *sd, int size, float3 weight)
{
ShaderClosure *sc = closure_alloc(sd, size, CLOSURE_NONE_ID, weight);
- if(!sc)
+ if(sc == NULL)
return NULL;
float sample_weight = fabsf(average(weight));