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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@@ -65,7 +65,7 @@ public:
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Color3 eval(const Vec3 &Ng, const Vec3 &omega_out) const
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{
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float3 result = emissive_eval(TO_FLOAT3(Ng), TO_FLOAT3(omega_out));
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float3 result = emissive_simple_eval(TO_FLOAT3(Ng), TO_FLOAT3(omega_out));
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return TO_COLOR3(result);
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}
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