Cycles: Also support the constant emission speedup for mesh lights
Reviewers: brecht, sergey, dingto, juicyfruit Differential Revision: https://developer.blender.org/D2220
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@@ -111,7 +111,7 @@ ccl_device_noinline void shader_setup_from_ray(KernelGlobals *kg,
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ccl_fetch(sd, I) = -ray->D;
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ccl_fetch(sd, flag) |= kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*2);
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ccl_fetch(sd, flag) |= kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*SHADER_SIZE);
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#ifdef __INSTANCING__
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if(isect->object != OBJECT_NONE) {
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@@ -195,7 +195,7 @@ void shader_setup_from_subsurface(
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motion_triangle_shader_setup(kg, sd, isect, ray, true);
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}
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sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
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sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE);
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# ifdef __INSTANCING__
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if(isect->object != OBJECT_NONE) {
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@@ -264,7 +264,7 @@ ccl_device_inline void shader_setup_from_sample(KernelGlobals *kg,
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#endif
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ccl_fetch(sd, ray_length) = t;
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ccl_fetch(sd, flag) = kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*2);
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ccl_fetch(sd, flag) = kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*SHADER_SIZE);
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if(ccl_fetch(sd, object) != OBJECT_NONE) {
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ccl_fetch(sd, flag) |= kernel_tex_fetch(__object_flag, ccl_fetch(sd, object));
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@@ -370,7 +370,7 @@ ccl_device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderDat
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ccl_fetch(sd, Ng) = -ray->D;
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ccl_fetch(sd, I) = -ray->D;
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ccl_fetch(sd, shader) = kernel_data.background.surface_shader;
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ccl_fetch(sd, flag) = kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*2);
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ccl_fetch(sd, flag) = kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*SHADER_SIZE);
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#ifdef __OBJECT_MOTION__
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ccl_fetch(sd, time) = ray->time;
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#endif
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@@ -1027,7 +1027,7 @@ ccl_device_inline void shader_eval_volume(KernelGlobals *kg,
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sd->shader = stack[i].shader;
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sd->flag &= ~(SD_SHADER_FLAGS|SD_OBJECT_FLAGS);
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sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
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sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE);
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if(sd->object != OBJECT_NONE) {
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sd->flag |= kernel_tex_fetch(__object_flag, sd->object);
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@@ -1100,7 +1100,7 @@ ccl_device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect
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shader = __float_as_int(str.z);
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}
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#endif
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int flag = kernel_tex_fetch(__shader_flag, (shader & SHADER_MASK)*2);
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int flag = kernel_tex_fetch(__shader_flag, (shader & SHADER_MASK)*SHADER_SIZE);
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return (flag & SD_HAS_TRANSPARENT_SHADOW) != 0;
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}
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