Cycles: SSS and Volume rendering in split kernel
Decoupled ray marching is not supported yet. Transparent shadows are always enabled for volume rendering. Changes in kernel/bvh and kernel/geom are from Sergey. This simiplifies code significantly, and prepares it for record-all transparent shadow function in split kernel.
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committed by
Sergey Sharybin

parent
6c942db30d
commit
57e26627c4
@@ -16,7 +16,7 @@
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CCL_NAMESPACE_BEGIN
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#if defined(__BRANCHED_PATH__) || defined(__SUBSURFACE__)
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#if (defined(__BRANCHED_PATH__) || defined(__SUBSURFACE__)) && !defined(__SPLIT_KERNEL__)
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/* branched path tracing: connect path directly to position on one or more lights and add it to L */
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ccl_device_noinline void kernel_branched_path_surface_connect_light(KernelGlobals *kg, RNG *rng,
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@@ -188,7 +188,6 @@ ccl_device bool kernel_branched_path_surface_bounce(KernelGlobals *kg, RNG *rng,
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#endif
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#ifndef __SPLIT_KERNEL__
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/* path tracing: connect path directly to position on a light and add it to L */
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ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, ccl_addr_space RNG *rng,
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ShaderData *sd, ShaderData *emission_sd, float3 throughput, ccl_addr_space PathState *state,
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@@ -226,7 +225,6 @@ ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, ccl_
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}
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#endif
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}
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#endif
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/* path tracing: bounce off or through surface to with new direction stored in ray */
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ccl_device bool kernel_path_surface_bounce(KernelGlobals *kg,
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