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.
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@@ -55,7 +55,7 @@ public:
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void setup()
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{
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sc.N = TO_FLOAT3(N);
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sc.prim = this;
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m_shaderdata_flag = bsdf_diffuse_ramp_setup(&sc);
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for(int i = 0; i < 8; i++)
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@@ -101,7 +101,7 @@ public:
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ClosureParam *closure_bsdf_diffuse_ramp_params()
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{
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static ClosureParam params[] = {
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CLOSURE_VECTOR_PARAM(DiffuseRampClosure, N),
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CLOSURE_FLOAT3_PARAM(DiffuseRampClosure, sc.N),
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CLOSURE_COLOR_ARRAY_PARAM(DiffuseRampClosure, colors, 8),
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CLOSURE_STRING_KEYPARAM("label"),
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CLOSURE_FINISH_PARAM(DiffuseRampClosure)
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