Cycles: small code cleanup + fix SSS closure mixed with other closures doing

a bit too much work.
This commit is contained in:
Brecht Van Lommel
2013-04-02 16:37:28 +00:00
parent be1a5a2328
commit 5c74e6dae2
6 changed files with 10 additions and 40 deletions

View File

@@ -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;