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_shader.h | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'intern/cycles/kernel/kernel_shader.h') diff --git a/intern/cycles/kernel/kernel_shader.h b/intern/cycles/kernel/kernel_shader.h index b1f66852b7f..fc8d06fc33d 100644 --- a/intern/cycles/kernel/kernel_shader.h +++ b/intern/cycles/kernel/kernel_shader.h @@ -114,7 +114,7 @@ ccl_device_noinline void shader_setup_from_ray(KernelGlobals *kg, sd->I = -ray->D; - sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE); + sd->flag |= kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags; #ifdef __INSTANCING__ if(isect->object != OBJECT_NONE) { @@ -199,7 +199,7 @@ void shader_setup_from_subsurface( motion_triangle_shader_setup(kg, sd, isect, ray, true); } - sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE); + sd->flag |= kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags; # ifdef __INSTANCING__ if(isect->object != OBJECT_NONE) { @@ -276,7 +276,7 @@ ccl_device_inline void shader_setup_from_sample(KernelGlobals *kg, sd->time = time; sd->ray_length = t; - sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE); + sd->flag = kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags; sd->object_flag = 0; if(sd->object != OBJECT_NONE) { sd->object_flag |= kernel_tex_fetch(__object_flag, @@ -386,7 +386,7 @@ ccl_device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderDat sd->Ng = -ray->D; sd->I = -ray->D; sd->shader = kernel_data.background.surface_shader; - sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE); + sd->flag = kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags; sd->object_flag = 0; sd->time = ray->time; sd->ray_length = 0.0f; @@ -1181,7 +1181,7 @@ ccl_device_inline void shader_eval_volume(KernelGlobals *kg, sd->shader = stack[i].shader; sd->flag &= ~SD_SHADER_FLAGS; - sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE); + sd->flag |= kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags; sd->object_flag &= ~SD_OBJECT_FLAGS; if(sd->object != OBJECT_NONE) { @@ -1254,7 +1254,7 @@ ccl_device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect shader = __float_as_int(str.z); } #endif - int flag = kernel_tex_fetch(__shader_flag, (shader & SHADER_MASK)*SHADER_SIZE); + int flag = kernel_tex_fetch(__shaders, (shader & SHADER_MASK)).flags; return (flag & SD_HAS_TRANSPARENT_SHADOW) != 0; } -- cgit v1.2.3