diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_shadow.h')
-rw-r--r-- | intern/cycles/kernel/kernel_shadow.h | 12 |
1 files changed, 4 insertions, 8 deletions
diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h index 6af1369feab..07201819030 100644 --- a/intern/cycles/kernel/kernel_shadow.h +++ b/intern/cycles/kernel/kernel_shadow.h @@ -103,8 +103,7 @@ ccl_device bool shadow_blocked_opaque(KernelGlobals *kg, Intersection *isect, float3 *shadow) { - const bool blocked = scene_intersect( - kg, *ray, visibility & PATH_RAY_SHADOW_OPAQUE, isect, NULL, 0.0f, 0.0f); + const bool blocked = scene_intersect(kg, *ray, visibility & PATH_RAY_SHADOW_OPAQUE, isect); #ifdef __VOLUME__ if (!blocked && state->volume_stack[0].shader != SHADER_NONE) { /* Apply attenuation from current volume shader. */ @@ -319,8 +318,7 @@ ccl_device bool shadow_blocked_transparent_stepped_loop(KernelGlobals *kg, if (bounce >= kernel_data.integrator.transparent_max_bounce) { return true; } - if (!scene_intersect( - kg, *ray, visibility & PATH_RAY_SHADOW_TRANSPARENT, isect, NULL, 0.0f, 0.0f)) { + if (!scene_intersect(kg, *ray, visibility & PATH_RAY_SHADOW_TRANSPARENT, isect)) { break; } if (!shader_transparent_shadow(kg, isect)) { @@ -376,8 +374,7 @@ ccl_device bool shadow_blocked_transparent_stepped(KernelGlobals *kg, Intersection *isect, float3 *shadow) { - bool blocked = scene_intersect( - kg, *ray, visibility & PATH_RAY_SHADOW_OPAQUE, isect, NULL, 0.0f, 0.0f); + bool blocked = scene_intersect(kg, *ray, visibility & PATH_RAY_SHADOW_OPAQUE, isect); bool is_transparent_isect = blocked ? shader_transparent_shadow(kg, isect) : false; return shadow_blocked_transparent_stepped_loop( kg, sd, shadow_sd, state, visibility, ray, isect, blocked, is_transparent_isect, shadow); @@ -436,8 +433,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, * TODO(sergey): Check why using record-all behavior causes slowdown in such * cases. Could that be caused by a higher spill pressure? */ - const bool blocked = scene_intersect( - kg, *ray, visibility & PATH_RAY_SHADOW_OPAQUE, &isect, NULL, 0.0f, 0.0f); + const bool blocked = scene_intersect(kg, *ray, visibility & PATH_RAY_SHADOW_OPAQUE, &isect); const bool is_transparent_isect = blocked ? shader_transparent_shadow(kg, &isect) : false; if (!blocked || !is_transparent_isect || max_hits + 1 >= SHADOW_STACK_MAX_HITS) { return shadow_blocked_transparent_stepped_loop( |