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Diffstat (limited to 'intern/cycles/render')
-rw-r--r--intern/cycles/render/integrator.cpp18
-rw-r--r--intern/cycles/render/integrator.h1
-rw-r--r--intern/cycles/render/session.cpp1
-rw-r--r--intern/cycles/render/shader.cpp4
4 files changed, 7 insertions, 17 deletions
diff --git a/intern/cycles/render/integrator.cpp b/intern/cycles/render/integrator.cpp
index b9b8c681a26..15b728d6e02 100644
--- a/intern/cycles/render/integrator.cpp
+++ b/intern/cycles/render/integrator.cpp
@@ -39,7 +39,6 @@ NODE_DEFINE(Integrator)
SOCKET_INT(max_volume_bounce, "Max Volume Bounce", 7);
SOCKET_INT(transparent_max_bounce, "Transparent Max Bounce", 7);
- SOCKET_BOOLEAN(transparent_shadows, "Transparent Shadows", false);
SOCKET_INT(ao_bounces, "AO Bounces", 0);
@@ -121,19 +120,14 @@ void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene
* We only need to enable transparent shadows, if we actually have
* transparent shaders in the scene. Otherwise we can disable it
* to improve performance a bit. */
- if(transparent_shadows) {
- kintegrator->transparent_shadows = false;
- foreach(Shader *shader, scene->shaders) {
- /* keep this in sync with SD_HAS_TRANSPARENT_SHADOW in shader.cpp */
- if((shader->has_surface_transparent && shader->use_transparent_shadow) || shader->has_volume) {
- kintegrator->transparent_shadows = true;
- break;
- }
+ kintegrator->transparent_shadows = false;
+ foreach(Shader *shader, scene->shaders) {
+ /* keep this in sync with SD_HAS_TRANSPARENT_SHADOW in shader.cpp */
+ if((shader->has_surface_transparent && shader->use_transparent_shadow) || shader->has_volume) {
+ kintegrator->transparent_shadows = true;
+ break;
}
}
- else {
- kintegrator->transparent_shadows = false;
- }
kintegrator->volume_max_steps = volume_max_steps;
kintegrator->volume_step_size = volume_step_size;
diff --git a/intern/cycles/render/integrator.h b/intern/cycles/render/integrator.h
index ce5651ec823..3cb430d72b4 100644
--- a/intern/cycles/render/integrator.h
+++ b/intern/cycles/render/integrator.h
@@ -39,7 +39,6 @@ public:
int max_volume_bounce;
int transparent_max_bounce;
- bool transparent_shadows;
int ao_bounces;
diff --git a/intern/cycles/render/session.cpp b/intern/cycles/render/session.cpp
index 8622318858e..ca3aefcb5e6 100644
--- a/intern/cycles/render/session.cpp
+++ b/intern/cycles/render/session.cpp
@@ -721,7 +721,6 @@ DeviceRequestedFeatures Session::get_requested_device_features()
BakeManager *bake_manager = scene->bake_manager;
requested_features.use_baking = bake_manager->get_baking();
requested_features.use_integrator_branched = (scene->integrator->method == Integrator::BRANCHED_PATH);
- requested_features.use_transparent &= scene->integrator->transparent_shadows;
requested_features.use_denoising = params.use_denoising;
return requested_features;
diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp
index 44a266dfe18..493e01de363 100644
--- a/intern/cycles/render/shader.cpp
+++ b/intern/cycles/render/shader.cpp
@@ -503,9 +503,7 @@ void ShaderManager::device_update_common(Device *device,
KernelIntegrator *kintegrator = &dscene->data.integrator;
kintegrator->use_volumes = has_volumes;
/* TODO(sergey): De-duplicate with flags set in integrator.cpp. */
- if(scene->integrator->transparent_shadows) {
- kintegrator->transparent_shadows = has_transparent_shadow;
- }
+ kintegrator->transparent_shadows = has_transparent_shadow;
}
void ShaderManager::device_free_common(Device *device, DeviceScene *dscene, Scene *scene)