* Fix some compile errors, when building without Branched Path.
This commit is contained in:
Thomas Dinges
2013-09-08 17:20:47 +00:00
parent 470dc6de4b
commit 3b9edee711

View File

@@ -232,7 +232,7 @@ __device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ra
}
#if defined(__BRANCHED_PATH__) || defined(__BSSRDF__)
#if defined(__BRANCHED_PATH__) || defined(__SUBSURFACE__)
__device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray ray, __global float *buffer,
float3 throughput, int num_samples, int num_total_samples,
@@ -290,7 +290,9 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
shader_setup_from_ray(kg, &sd, &isect, &ray, state.bounce);
float rbsdf = path_rng_1D(kg, rng, sample, num_total_samples, rng_offset + PRNG_BSDF);
shader_eval_surface(kg, &sd, rbsdf, state.flag, SHADER_CONTEXT_INDIRECT);
#ifdef __BRANCHED_PATH__
shader_merge_closures(kg, &sd);
#endif
/* blurring of bsdf after bounces, for rays that have a small likelihood
* of following this particular path (diffuse, rough glossy) */