Cycles OSL minor optimizations: recycle shading context, don't do memory
allocations for trace data, avoid some virtual function calls. Only helps a few percentages.
This commit is contained in:
@@ -49,17 +49,12 @@ __device void emissive_sample(const float3 Ng, float randu, float randv,
|
||||
/* todo: not implemented and used yet */
|
||||
}
|
||||
|
||||
__device float3 emissive_eval(const float3 Ng, const float3 I)
|
||||
__device float3 emissive_simple_eval(const float3 Ng, const float3 I)
|
||||
{
|
||||
float res = emissive_pdf(Ng, I);
|
||||
|
||||
return make_float3(res, res, res);
|
||||
}
|
||||
|
||||
__device float3 svm_emissive_eval(ShaderData *sd, ShaderClosure *sc)
|
||||
{
|
||||
return emissive_eval(sd->Ng, sd->I);
|
||||
}
|
||||
|
||||
CCL_NAMESPACE_END
|
||||
|
||||
|
Reference in New Issue
Block a user