Code cleanup: move rng into path state.
Also pass by value and don't write back now that it is just a hash for seeding and no longer an LCG state. Together this makes CUDA a tiny bit faster in my tests, but mainly simplifies code.
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@@ -126,7 +126,6 @@ ccl_device void kernel_next_iteration_setup(KernelGlobals *kg,
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if(active) {
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ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
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ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
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RNG rng = kernel_split_state.rng[ray_index];
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ShaderData *sd = &kernel_split_state.sd[ray_index];
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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@@ -135,7 +134,7 @@ ccl_device void kernel_next_iteration_setup(KernelGlobals *kg,
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if(!kernel_data.integrator.branched || IS_FLAG(ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
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#endif
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/* Compute direct lighting and next bounce. */
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if(!kernel_path_surface_bounce(kg, &rng, sd, throughput, state, L, ray)) {
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if(!kernel_path_surface_bounce(kg, sd, throughput, state, L, ray)) {
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kernel_split_path_end(kg, ray_index);
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}
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#ifdef __BRANCHED_PATH__
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@@ -157,8 +156,6 @@ ccl_device void kernel_next_iteration_setup(KernelGlobals *kg,
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}
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}
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#endif /* __BRANCHED_PATH__ */
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kernel_split_state.rng[ray_index] = rng;
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}
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/* Enqueue RAY_UPDATE_BUFFER rays. */
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