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Diffstat (limited to 'intern/cycles/kernel/kernel_emission.h')
-rw-r--r--intern/cycles/kernel/kernel_emission.h19
1 files changed, 9 insertions, 10 deletions
diff --git a/intern/cycles/kernel/kernel_emission.h b/intern/cycles/kernel/kernel_emission.h
index 015587ccbbd..8d329b8dac3 100644
--- a/intern/cycles/kernel/kernel_emission.h
+++ b/intern/cycles/kernel/kernel_emission.h
@@ -25,7 +25,8 @@ CCL_NAMESPACE_BEGIN
/* Evaluate shader on light. */
ccl_device_noinline_cpu float3
-light_sample_shader_eval(INTEGRATOR_STATE_ARGS,
+light_sample_shader_eval(KernelGlobals kg,
+ IntegratorState state,
ccl_private ShaderData *ccl_restrict emission_sd,
ccl_private LightSample *ccl_restrict ls,
float time)
@@ -73,7 +74,7 @@ light_sample_shader_eval(INTEGRATOR_STATE_ARGS,
/* No proper path flag, we're evaluating this for all closures. that's
* weak but we'd have to do multiple evaluations otherwise. */
shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT>(
- INTEGRATOR_STATE_PASS, emission_sd, NULL, PATH_RAY_EMISSION);
+ kg, state, emission_sd, NULL, PATH_RAY_EMISSION);
/* Evaluate closures. */
#ifdef __BACKGROUND_MIS__
@@ -105,7 +106,7 @@ ccl_device_inline bool light_sample_is_light(ccl_private const LightSample *ccl_
}
/* Early path termination of shadow rays. */
-ccl_device_inline bool light_sample_terminate(ccl_global const KernelGlobals *ccl_restrict kg,
+ccl_device_inline bool light_sample_terminate(KernelGlobals kg,
ccl_private const LightSample *ccl_restrict ls,
ccl_private BsdfEval *ccl_restrict eval,
const float rand_terminate)
@@ -133,10 +134,8 @@ ccl_device_inline bool light_sample_terminate(ccl_global const KernelGlobals *cc
* of a triangle. Surface is lifted by amount h along normal n in the incident
* point. */
-ccl_device_inline float3
-shadow_ray_smooth_surface_offset(ccl_global const KernelGlobals *ccl_restrict kg,
- ccl_private const ShaderData *ccl_restrict sd,
- float3 Ng)
+ccl_device_inline float3 shadow_ray_smooth_surface_offset(
+ KernelGlobals kg, ccl_private const ShaderData *ccl_restrict sd, float3 Ng)
{
float3 V[3], N[3];
triangle_vertices_and_normals(kg, sd->prim, V, N);
@@ -180,7 +179,7 @@ shadow_ray_smooth_surface_offset(ccl_global const KernelGlobals *ccl_restrict kg
/* Ray offset to avoid shadow terminator artifact. */
-ccl_device_inline float3 shadow_ray_offset(ccl_global const KernelGlobals *ccl_restrict kg,
+ccl_device_inline float3 shadow_ray_offset(KernelGlobals kg,
ccl_private const ShaderData *ccl_restrict sd,
float3 L)
{
@@ -247,7 +246,7 @@ ccl_device_inline void shadow_ray_setup(ccl_private const ShaderData *ccl_restri
/* Create shadow ray towards light sample. */
ccl_device_inline void light_sample_to_surface_shadow_ray(
- ccl_global const KernelGlobals *ccl_restrict kg,
+ KernelGlobals kg,
ccl_private const ShaderData *ccl_restrict sd,
ccl_private const LightSample *ccl_restrict ls,
ccl_private Ray *ray)
@@ -258,7 +257,7 @@ ccl_device_inline void light_sample_to_surface_shadow_ray(
/* Create shadow ray towards light sample. */
ccl_device_inline void light_sample_to_volume_shadow_ray(
- ccl_global const KernelGlobals *ccl_restrict kg,
+ KernelGlobals kg,
ccl_private const ShaderData *ccl_restrict sd,
ccl_private const LightSample *ccl_restrict ls,
const float3 P,