Cycles: small code cleanup + fix SSS closure mixed with other closures doing
a bit too much work.
This commit is contained in:
@@ -216,8 +216,6 @@ __device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ra
|
||||
if(ray->t != FLT_MAX)
|
||||
ray->D = normalize_len(Pend - ray->P, &ray->t);
|
||||
|
||||
shader_release(kg, &sd);
|
||||
|
||||
bounce++;
|
||||
}
|
||||
}
|
||||
@@ -327,10 +325,8 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
|
||||
L_transparent += average(holdout_weight*throughput);
|
||||
}
|
||||
|
||||
if(sd.flag & SD_HOLDOUT_MASK) {
|
||||
shader_release(kg, &sd);
|
||||
if(sd.flag & SD_HOLDOUT_MASK)
|
||||
break;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -349,10 +345,8 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
|
||||
float probability = path_state_terminate_probability(kg, &state, throughput);
|
||||
float terminate = path_rng(kg, rng, sample, rng_offset + PRNG_TERMINATE);
|
||||
|
||||
if(terminate >= probability) {
|
||||
shader_release(kg, &sd);
|
||||
if(terminate >= probability)
|
||||
break;
|
||||
}
|
||||
|
||||
throughput /= probability;
|
||||
|
||||
@@ -437,10 +431,8 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
|
||||
#endif
|
||||
|
||||
/* no BSDF? we can stop here */
|
||||
if(!(sd.flag & SD_BSDF)) {
|
||||
shader_release(kg, &sd);
|
||||
if(!(sd.flag & SD_BSDF))
|
||||
break;
|
||||
}
|
||||
|
||||
/* sample BSDF */
|
||||
float bsdf_pdf;
|
||||
@@ -454,8 +446,6 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
|
||||
label = shader_bsdf_sample(kg, &sd, bsdf_u, bsdf_v, &bsdf_eval,
|
||||
&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
|
||||
|
||||
shader_release(kg, &sd);
|
||||
|
||||
if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
|
||||
break;
|
||||
|
||||
@@ -579,10 +569,8 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
|
||||
float probability = path_state_terminate_probability(kg, &state, throughput*num_samples_adjust);
|
||||
float terminate = path_rng(kg, rng, sample, rng_offset + PRNG_TERMINATE);
|
||||
|
||||
if(terminate >= probability) {
|
||||
shader_release(kg, &sd);
|
||||
if(terminate >= probability)
|
||||
break;
|
||||
}
|
||||
|
||||
throughput /= probability;
|
||||
|
||||
@@ -668,10 +656,8 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
|
||||
#endif
|
||||
|
||||
/* no BSDF? we can stop here */
|
||||
if(!(sd.flag & SD_BSDF)) {
|
||||
shader_release(kg, &sd);
|
||||
if(!(sd.flag & SD_BSDF))
|
||||
break;
|
||||
}
|
||||
|
||||
/* sample BSDF */
|
||||
float bsdf_pdf;
|
||||
@@ -685,8 +671,6 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
|
||||
label = shader_bsdf_sample(kg, &sd, bsdf_u, bsdf_v, &bsdf_eval,
|
||||
&bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
|
||||
|
||||
shader_release(kg, &sd);
|
||||
|
||||
if(bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval))
|
||||
break;
|
||||
|
||||
@@ -967,10 +951,8 @@ __device float4 kernel_path_non_progressive(KernelGlobals *kg, RNG *rng, int sam
|
||||
L_transparent += average(holdout_weight*throughput);
|
||||
}
|
||||
|
||||
if(sd.flag & SD_HOLDOUT_MASK) {
|
||||
shader_release(kg, &sd);
|
||||
if(sd.flag & SD_HOLDOUT_MASK)
|
||||
break;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -990,10 +972,8 @@ __device float4 kernel_path_non_progressive(KernelGlobals *kg, RNG *rng, int sam
|
||||
float probability = path_state_terminate_probability(kg, &state, throughput);
|
||||
float terminate = path_rng(kg, rng, sample, rng_offset + PRNG_TERMINATE);
|
||||
|
||||
if(terminate >= probability) {
|
||||
shader_release(kg, &sd);
|
||||
if(terminate >= probability)
|
||||
break;
|
||||
}
|
||||
|
||||
throughput /= probability;
|
||||
}
|
||||
@@ -1033,7 +1013,6 @@ __device float4 kernel_path_non_progressive(KernelGlobals *kg, RNG *rng, int sam
|
||||
|
||||
/* continue in case of transparency */
|
||||
throughput *= shader_bsdf_transparency(kg, &sd);
|
||||
shader_release(kg, &sd);
|
||||
|
||||
if(is_zero(throughput))
|
||||
break;
|
||||
|
Reference in New Issue
Block a user