make "tri_shader" an int instead of a float

tri_shader does no longer need to a float.

Reviewers: dingto, sergey

Reviewed By: dingto, sergey

Subscribers: dingto

Projects: #cycles

Differential Revision: https://developer.blender.org/D789
This commit is contained in:
Martijn Berger
2014-09-24 13:34:28 +02:00
parent cbffc7499e
commit 25ec0d97f9
8 changed files with 13 additions and 13 deletions

View File

@@ -87,7 +87,7 @@ ccl_device void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
if(sd->type & PRIMITIVE_TRIANGLE) {
/* static triangle */
float3 Ng = triangle_normal(kg, sd);
sd->shader = __float_as_int(kernel_tex_fetch(__tri_shader, sd->prim));
sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
/* vectors */
sd->P = triangle_refine(kg, sd, isect, ray);
@@ -166,7 +166,7 @@ ccl_device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderDat
/* fetch triangle data */
if(sd->type == PRIMITIVE_TRIANGLE) {
float3 Ng = triangle_normal(kg, sd);
sd->shader = __float_as_int(kernel_tex_fetch(__tri_shader, sd->prim));
sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
/* static triangle */
sd->P = triangle_refine_subsurface(kg, sd, isect, ray);
@@ -1026,7 +1026,7 @@ ccl_device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect
#ifdef __HAIR__
if(kernel_tex_fetch(__prim_type, isect->prim) & PRIMITIVE_ALL_TRIANGLE) {
#endif
shader = __float_as_int(kernel_tex_fetch(__tri_shader, prim));
shader = kernel_tex_fetch(__tri_shader, prim);
#ifdef __HAIR__
}
else {