From f3010e98c343a83e07ff6c2a5437d0043122b083 Mon Sep 17 00:00:00 2001 From: Stefan Werner Date: Thu, 8 Mar 2018 00:35:24 +0100 Subject: Code refactor: use KernelShader and KernelParticle instead of float arrays. Original patch by Stefan with modifications by Brecht. --- intern/cycles/kernel/kernel_emission.h | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'intern/cycles/kernel/kernel_emission.h') diff --git a/intern/cycles/kernel/kernel_emission.h b/intern/cycles/kernel/kernel_emission.h index 5875249b404..a5556c3be8f 100644 --- a/intern/cycles/kernel/kernel_emission.h +++ b/intern/cycles/kernel/kernel_emission.h @@ -29,7 +29,7 @@ ccl_device_noinline float3 direct_emissive_eval(KernelGlobals *kg, /* setup shading at emitter */ float3 eval; - int shader_flag = kernel_tex_fetch(__shader_flag, (ls->shader & SHADER_MASK)*SHADER_SIZE); + int shader_flag = kernel_tex_fetch(__shaders, (ls->shader & SHADER_MASK)).flags; #ifdef __BACKGROUND_MIS__ if(ls->type == LIGHT_BACKGROUND) { @@ -51,9 +51,9 @@ ccl_device_noinline float3 direct_emissive_eval(KernelGlobals *kg, #endif if(shader_flag & SD_HAS_CONSTANT_EMISSION) { - eval.x = __int_as_float(kernel_tex_fetch(__shader_flag, (ls->shader & SHADER_MASK)*SHADER_SIZE + 2)); - eval.y = __int_as_float(kernel_tex_fetch(__shader_flag, (ls->shader & SHADER_MASK)*SHADER_SIZE + 3)); - eval.z = __int_as_float(kernel_tex_fetch(__shader_flag, (ls->shader & SHADER_MASK)*SHADER_SIZE + 4)); + eval.x = kernel_tex_fetch(__shaders, (ls->shader & SHADER_MASK)).constant_emission[0]; + eval.y = kernel_tex_fetch(__shaders, (ls->shader & SHADER_MASK)).constant_emission[1]; + eval.z = kernel_tex_fetch(__shaders, (ls->shader & SHADER_MASK)).constant_emission[2]; if((ls->prim != PRIM_NONE) && dot(ls->Ng, I) < 0.0f) { ls->Ng = -ls->Ng; } -- cgit v1.2.3