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Diffstat (limited to 'intern/cycles/kernel/kernel_shadow.h')
-rw-r--r--intern/cycles/kernel/kernel_shadow.h27
1 files changed, 16 insertions, 11 deletions
diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h
index 2811a8348ca..3b1111e5069 100644
--- a/intern/cycles/kernel/kernel_shadow.h
+++ b/intern/cycles/kernel/kernel_shadow.h
@@ -107,11 +107,14 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *
/* setup shader data at surface */
ShaderData sd;
- shader_setup_from_ray(kg, &sd, isect, ray, state->bounce+1, bounce);
+ shader_setup_from_ray(kg, &sd, isect, ray);
/* attenuation from transparent surface */
if(!(sd.flag & SD_HAS_ONLY_VOLUME)) {
- shader_eval_surface(kg, &sd, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW);
+ path_state_modify_bounce(state, true);
+ shader_eval_surface(kg, &sd, state, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW);
+ path_state_modify_bounce(state, false);
+
throughput *= shader_bsdf_transparency(kg, &sd);
}
@@ -180,11 +183,10 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *
* potentially transparent, and only in that case start marching. this gives
* one extra ray cast for the cases were we do want transparency. */
-ccl_device_inline bool shadow_blocked(KernelGlobals *kg, ccl_addr_space PathState *state, ccl_addr_space Ray *ray_input, float3 *shadow
-#ifdef __SPLIT_KERNEL__
- , ShaderData *sd_mem, Intersection *isect_mem
-#endif
- )
+ccl_device_noinline bool shadow_blocked(KernelGlobals *kg,
+ ccl_addr_space PathState *state,
+ ccl_addr_space Ray *ray_input,
+ float3 *shadow)
{
*shadow = make_float3(1.0f, 1.0f, 1.0f);
@@ -199,7 +201,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, ccl_addr_space PathStat
#endif
#ifdef __SPLIT_KERNEL__
- Intersection *isect = isect_mem;
+ Intersection *isect = &kg->isect_shadow[SD_THREAD];
#else
Intersection isect_object;
Intersection *isect = &isect_object;
@@ -248,16 +250,19 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, ccl_addr_space PathStat
/* setup shader data at surface */
#ifdef __SPLIT_KERNEL__
- ShaderData *sd = sd_mem;
+ ShaderData *sd = kg->sd_input;
#else
ShaderData sd_object;
ShaderData *sd = &sd_object;
#endif
- shader_setup_from_ray(kg, sd, isect, ray, state->bounce+1, bounce);
+ shader_setup_from_ray(kg, sd, isect, ray);
/* attenuation from transparent surface */
if(!(ccl_fetch(sd, flag) & SD_HAS_ONLY_VOLUME)) {
- shader_eval_surface(kg, sd, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW);
+ path_state_modify_bounce(state, true);
+ shader_eval_surface(kg, sd, state, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW);
+ path_state_modify_bounce(state, false);
+
throughput *= shader_bsdf_transparency(kg, sd);
}