Use one context per OSL thread. Not sure if this actually works, but the simple renderer example in OSL does it this way.

This commit is contained in:
Lukas Toenne
2012-09-04 08:53:47 +00:00
parent 71871463a4
commit 6805db676d
6 changed files with 7 additions and 32 deletions

View File

@@ -395,8 +395,6 @@ __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;
@@ -569,8 +567,6 @@ __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;
@@ -862,7 +858,6 @@ __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;