From ba8c7d2ba120f5ba7fdbaef67fe2e301ec3e5dcb Mon Sep 17 00:00:00 2001 From: Sergey Sharybin Date: Thu, 23 Mar 2017 16:16:05 +0100 Subject: Cycles: Use SSE-optimized version of triangle intersection for motion triangles The title says it all actually. Gives up to 10% speedup on test scenes here on i7-6800K. Render times on GPU are unreliable here, but there might be some slowdown caused by watertight nature of intersections. --- intern/cycles/kernel/bvh/qbvh_volume.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'intern/cycles/kernel/bvh/qbvh_volume.h') diff --git a/intern/cycles/kernel/bvh/qbvh_volume.h b/intern/cycles/kernel/bvh/qbvh_volume.h index d34ddb6ea2b..7cfb2cf8c18 100644 --- a/intern/cycles/kernel/bvh/qbvh_volume.h +++ b/intern/cycles/kernel/bvh/qbvh_volume.h @@ -281,7 +281,7 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg, continue; } /* Intersect ray against primitive. */ - motion_triangle_intersect(kg, isect, P, dir, ray->time, visibility, object, prim_addr); + motion_triangle_intersect(kg, &isect_precalc, isect, P, ray->time, visibility, object, prim_addr); } break; } -- cgit v1.2.3