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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@@ -83,7 +83,6 @@ ccl_device void kernel_buffer_update(KernelGlobals *kg,
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PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
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ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
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RNG rng = kernel_split_state.rng[ray_index];
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ccl_global float *buffer = kernel_split_params.buffer;
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unsigned int work_index;
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@@ -135,7 +134,8 @@ ccl_device void kernel_buffer_update(KernelGlobals *kg,
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buffer += (kernel_split_params.offset + pixel_x + pixel_y*stride) * kernel_data.film.pass_stride;
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/* Initialize random numbers and ray. */
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kernel_path_trace_setup(kg, rng_state, sample, pixel_x, pixel_y, &rng, ray);
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uint rng_hash;
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kernel_path_trace_setup(kg, rng_state, sample, pixel_x, pixel_y, &rng_hash, ray);
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if(ray->t != 0.0f) {
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/* Initialize throughput, path radiance, Ray, PathState;
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@@ -143,7 +143,7 @@ ccl_device void kernel_buffer_update(KernelGlobals *kg,
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*/
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*throughput = make_float3(1.0f, 1.0f, 1.0f);
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path_radiance_init(L, kernel_data.film.use_light_pass);
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path_state_init(kg, &kernel_split_state.sd_DL_shadow[ray_index], state, &rng, sample, ray);
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path_state_init(kg, &kernel_split_state.sd_DL_shadow[ray_index], state, rng_hash, sample, ray);
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#ifdef __SUBSURFACE__
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kernel_path_subsurface_init_indirect(&kernel_split_state.ss_rays[ray_index]);
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#endif
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@@ -160,7 +160,6 @@ ccl_device void kernel_buffer_update(KernelGlobals *kg,
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}
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}
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}
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kernel_split_state.rng[ray_index] = rng;
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#ifndef __COMPUTE_DEVICE_GPU__
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}
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