Cycles:
* Increase the maximum amount of closures per shader from 16 to 64, so more complex closure trees can be rendered. I measured performance on CPU and GPU (Geforce 540M) and couldn't find a performance impact, but if someone encounters a noticeable impact on his system, please report.
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@@ -46,7 +46,7 @@ class Progress;
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struct PackedBVH {
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struct PackedBVH {
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/* BVH nodes storage, one node is 4x int4, and contains two bounding boxes,
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/* BVH nodes storage, one node is 4x int4, and contains two bounding boxes,
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* and child, triangle or object indexes dependening on the node type */
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* and child, triangle or object indexes depending on the node type */
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array<int4> nodes;
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array<int4> nodes;
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/* object index to BVH node index mapping for instances */
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/* object index to BVH node index mapping for instances */
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array<int> object_node;
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array<int> object_node;
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@@ -436,7 +436,7 @@ typedef enum AttributeStandard {
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/* Closure data */
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/* Closure data */
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#define MAX_CLOSURE 16
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#define MAX_CLOSURE 64
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typedef struct ShaderClosure {
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typedef struct ShaderClosure {
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ClosureType type;
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ClosureType type;
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