diff options
Diffstat (limited to 'intern/cycles/kernel/integrator/shade_surface.h')
-rw-r--r-- | intern/cycles/kernel/integrator/shade_surface.h | 13 |
1 files changed, 13 insertions, 0 deletions
diff --git a/intern/cycles/kernel/integrator/shade_surface.h b/intern/cycles/kernel/integrator/shade_surface.h index 9f6077e5d66..3ca9e773591 100644 --- a/intern/cycles/kernel/integrator/shade_surface.h +++ b/intern/cycles/kernel/integrator/shade_surface.h @@ -182,6 +182,11 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg, /* Write shadow ray and associated state to global memory. */ integrator_state_write_shadow_ray(kg, shadow_state, &ray); + // Save memory by storing the light and object indices in the shadow_isect + INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 0, object) = ray.self.object; + INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 0, prim) = ray.self.prim; + INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 1, object) = ray.self.light_object; + INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 1, prim) = ray.self.light_prim; /* Copy state from main path to shadow path. */ const uint16_t bounce = INTEGRATOR_STATE(state, path, bounce); @@ -364,6 +369,10 @@ ccl_device_forceinline void integrate_surface_ao(KernelGlobals kg, ray.D = ao_D; ray.t = kernel_data.integrator.ao_bounces_distance; ray.time = sd->time; + ray.self.object = sd->object; + ray.self.prim = sd->prim; + ray.self.light_object = OBJECT_NONE; + ray.self.light_prim = PRIM_NONE; ray.dP = differential_zero_compact(); ray.dD = differential_zero_compact(); @@ -375,6 +384,10 @@ ccl_device_forceinline void integrate_surface_ao(KernelGlobals kg, /* Write shadow ray and associated state to global memory. */ integrator_state_write_shadow_ray(kg, shadow_state, &ray); + INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 0, object) = ray.self.object; + INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 0, prim) = ray.self.prim; + INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 1, object) = ray.self.light_object; + INTEGRATOR_STATE_ARRAY_WRITE(shadow_state, shadow_isect, 1, prim) = ray.self.light_prim; /* Copy state from main path to shadow path. */ const uint16_t bounce = INTEGRATOR_STATE(state, path, bounce); |