Brecht Van Lommel
cccfa597ba
Cycles: make ambient occlusion pass take into account transparency again
...
Taking advantage of the new decoupled main and shadow paths. For CPU we
just store two nested structs in the integrator state, one for direct light
shadows and one for AO. For the GPU we restrict the number of shade surface
states to be executed based on available space in the shadow paths queue.
This also helps improve performance in benchmark scenes with an AO pass,
since it is no longer needed to use the shader raytracing kernel there,
which has worse performance.
Differential Revision: https://developer.blender.org/D12900
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