Cycles: Remove code which was commented out for ages now

It was mainly unfinished code for volume in a split kernel which
should be done differently anyway to avoid such a code copy-paste.

The code didn't really work, so likely nobody will cry.
This commit is contained in:
Sergey Sharybin 2016-01-29 18:59:37 +01:00
parent 25aea19323
commit e7915ea6eb
2 changed files with 0 additions and 97 deletions

@ -27,15 +27,6 @@ __kernel void kernel_ocl_path_trace_shadow_blocked(
ccl_global int *Queue_index, /* Tracks the number of elements in each queue */
int queuesize) /* Size (capacity) of each queue */
{
#if 0
/* We will make the Queue_index entries '0' in the next kernel. */
if(get_global_id(0) == 0 && get_global_id(1) == 0) {
/* We empty this queue here */
Queue_index[QUEUE_SHADOW_RAY_CAST_AO_RAYS] = 0;
Queue_index[QUEUE_SHADOW_RAY_CAST_DL_RAYS] = 0;
}
#endif
int lidx = get_local_id(1) * get_local_id(0) + get_local_id(0);
ccl_local unsigned int ao_queue_length;

@ -79,93 +79,5 @@ ccl_device void kernel_lamp_emission(
}
}
#endif /* __LAMP_MIS__ */
/* __VOLUME__ feature is disabled */
#if 0
#ifdef __VOLUME__
/* volume attenuation, emission, scatter */
if(state->volume_stack[0].shader != SHADER_NONE) {
Ray volume_ray = ray;
volume_ray.t = (hit)? isect.t: FLT_MAX;
bool heterogeneous = volume_stack_is_heterogeneous(kg, state->volume_stack);
#ifdef __VOLUME_DECOUPLED__
int sampling_method = volume_stack_sampling_method(kg, state->volume_stack);
bool decoupled = kernel_volume_use_decoupled(kg, heterogeneous, true, sampling_method);
if(decoupled) {
/* cache steps along volume for repeated sampling */
VolumeSegment volume_segment;
ShaderData volume_sd;
shader_setup_from_volume(kg, &volume_sd, &volume_ray);
kernel_volume_decoupled_record(kg, state,
&volume_ray, &volume_sd, &volume_segment, heterogeneous);
volume_segment.sampling_method = sampling_method;
/* emission */
if(volume_segment.closure_flag & SD_EMISSION)
path_radiance_accum_emission(&L, throughput, volume_segment.accum_emission, state->bounce);
/* scattering */
VolumeIntegrateResult result = VOLUME_PATH_ATTENUATED;
if(volume_segment.closure_flag & SD_SCATTER) {
bool all = false;
/* direct light sampling */
kernel_branched_path_volume_connect_light(kg, rng, &volume_sd,
throughput, state, &L, 1.0f, all, &volume_ray, &volume_segment);
/* indirect sample. if we use distance sampling and take just
* one sample for direct and indirect light, we could share
* this computation, but makes code a bit complex */
float rphase = path_state_rng_1D_for_decision(kg, rng, state, PRNG_PHASE);
float rscatter = path_state_rng_1D_for_decision(kg, rng, state, PRNG_SCATTER_DISTANCE);
result = kernel_volume_decoupled_scatter(kg,
state, &volume_ray, &volume_sd, &throughput,
rphase, rscatter, &volume_segment, NULL, true);
}
if(result != VOLUME_PATH_SCATTERED)
throughput *= volume_segment.accum_transmittance;
/* free cached steps */
kernel_volume_decoupled_free(kg, &volume_segment);
if(result == VOLUME_PATH_SCATTERED) {
if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, state, &L, &ray))
continue;
else
break;
}
}
else
#endif /* __VOLUME_DECOUPLED__ */
{
/* integrate along volume segment with distance sampling */
ShaderData volume_sd;
VolumeIntegrateResult result = kernel_volume_integrate(
kg, state, &volume_sd, &volume_ray, &L, &throughput, rng, heterogeneous);
#ifdef __VOLUME_SCATTER__
if(result == VOLUME_PATH_SCATTERED) {
/* direct lighting */
kernel_path_volume_connect_light(kg, rng, &volume_sd, throughput, state, &L);
/* indirect light bounce */
if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, state, &L, &ray))
continue;
else
break;
}
#endif /* __VOLUME_SCATTER__ */
}
}
#endif /* __VOLUME__ */
#endif
}
}