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:
Brecht Van Lommel
2012-12-15 10:18:42 +00:00
parent 35dd893c36
commit 06888b7beb
21 changed files with 599 additions and 690 deletions

View File

@@ -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