Cycles:
* Fix some compile errors, when building without Branched Path.
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@@ -232,7 +232,7 @@ __device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ra
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}
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#if defined(__BRANCHED_PATH__) || defined(__BSSRDF__)
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#if defined(__BRANCHED_PATH__) || defined(__SUBSURFACE__)
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__device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray ray, __global float *buffer,
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float3 throughput, int num_samples, int num_total_samples,
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@@ -290,7 +290,9 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
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shader_setup_from_ray(kg, &sd, &isect, &ray, state.bounce);
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float rbsdf = path_rng_1D(kg, rng, sample, num_total_samples, rng_offset + PRNG_BSDF);
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shader_eval_surface(kg, &sd, rbsdf, state.flag, SHADER_CONTEXT_INDIRECT);
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#ifdef __BRANCHED_PATH__
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shader_merge_closures(kg, &sd);
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#endif
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/* blurring of bsdf after bounces, for rays that have a small likelihood
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* of following this particular path (diffuse, rough glossy) */
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