Cycles: Avoid redundant call to volume_stack_is_heterogeneous() for Distance Sampling.

This commit is contained in:
Thomas Dinges 2014-08-24 16:15:57 +02:00
parent c89287e057
commit 031620aba2
2 changed files with 6 additions and 6 deletions

@ -149,7 +149,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, Ray ray,
/* integrate along volume segment with distance sampling */
ShaderData volume_sd;
VolumeIntegrateResult result = kernel_volume_integrate(
kg, &state, &volume_sd, &volume_ray, L, &throughput, rng);
kg, &state, &volume_sd, &volume_ray, L, &throughput, rng, heterogeneous);
#ifdef __VOLUME_SCATTER__
if(result == VOLUME_PATH_SCATTERED) {
@ -536,7 +536,7 @@ ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample,
/* integrate along volume segment with distance sampling */
ShaderData volume_sd;
VolumeIntegrateResult result = kernel_volume_integrate(
kg, &state, &volume_sd, &volume_ray, &L, &throughput, rng);
kg, &state, &volume_sd, &volume_ray, &L, &throughput, rng, heterogeneous);
#ifdef __VOLUME_SCATTER__
if(result == VOLUME_PATH_SCATTERED) {
@ -816,9 +816,10 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
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__
/* decoupled ray marching only supported on CPU */
bool heterogeneous = volume_stack_is_heterogeneous(kg, state.volume_stack);
/* cache steps along volume for repeated sampling */
VolumeSegment volume_segment;
@ -901,7 +902,7 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
path_state_branch(&ps, j, num_samples);
VolumeIntegrateResult result = kernel_volume_integrate(
kg, &ps, &volume_sd, &volume_ray, &L, &tp, rng);
kg, &ps, &volume_sd, &volume_ray, &L, &tp, rng, heterogeneous);
#ifdef __VOLUME_SCATTER__
if(result == VOLUME_PATH_SCATTERED) {

@ -560,13 +560,12 @@ ccl_device VolumeIntegrateResult kernel_volume_integrate_heterogeneous_distance(
* between the endpoints. distance sampling is used to decide if we will
* scatter or not. */
ccl_device_noinline VolumeIntegrateResult kernel_volume_integrate(KernelGlobals *kg,
PathState *state, ShaderData *sd, Ray *ray, PathRadiance *L, float3 *throughput, RNG *rng)
PathState *state, ShaderData *sd, Ray *ray, PathRadiance *L, float3 *throughput, RNG *rng, bool heterogeneous)
{
/* workaround to fix correlation bug in T38710, can find better solution
* in random number generator later, for now this is done here to not impact
* performance of rendering without volumes */
RNG tmp_rng = cmj_hash(*rng, state->rng_offset);
bool heterogeneous = volume_stack_is_heterogeneous(kg, state->volume_stack);
shader_setup_from_volume(kg, sd, ray, state->bounce, state->transparent_bounce);