[Bf-blender-cvs] [a25484e] master: Cleanup: Remove unused variable in kernel_path_volume_bounce().

Thomas Dinges noreply at git.blender.org
Sun Aug 24 23:12:04 CEST 2014


Commit: a25484eefaaef6eb25e7db40b2713b0c127da038
Author: Thomas Dinges
Date:   Sun Aug 24 23:06:30 2014 +0200
Branches: master
https://developer.blender.org/rBa25484eefaaef6eb25e7db40b2713b0c127da038

Cleanup: Remove unused variable in kernel_path_volume_bounce().

===================================================================

M	intern/cycles/kernel/kernel_path.h
M	intern/cycles/kernel/kernel_path_volume.h

===================================================================

diff --git a/intern/cycles/kernel/kernel_path.h b/intern/cycles/kernel/kernel_path.h
index 0c8b462..7af74a7 100644
--- a/intern/cycles/kernel/kernel_path.h
+++ b/intern/cycles/kernel/kernel_path.h
@@ -137,7 +137,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, Ray ray,
 				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, 1.0f))
+					if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, &state, L, &ray))
 						continue;
 					else
 						break;
@@ -157,7 +157,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, Ray ray,
 					kernel_path_volume_connect_light(kg, rng, &volume_sd, throughput, &state, L, 1.0f);
 
 					/* indirect light bounce */
-					if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, &state, L, &ray, 1.0f))
+					if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, &state, L, &ray))
 						continue;
 					else
 						break;
@@ -524,7 +524,7 @@ ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample,
 				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, 1.0f))
+					if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, &state, &L, &ray))
 						continue;
 					else
 						break;
@@ -544,7 +544,7 @@ ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample,
 					kernel_path_volume_connect_light(kg, rng, &volume_sd, throughput, &state, &L, 1.0f);
 
 					/* indirect light bounce */
-					if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, &state, &L, &ray, 1.0f))
+					if(kernel_path_volume_bounce(kg, rng, &volume_sd, &throughput, &state, &L, &ray))
 						continue;
 					else
 						break;
@@ -866,7 +866,7 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
 						
 					kernel_assert(result == VOLUME_PATH_SCATTERED);
 
-					if(kernel_path_volume_bounce(kg, rng, &volume_sd, &tp, &ps, &L, &pray, num_samples_inv)) {
+					if(kernel_path_volume_bounce(kg, rng, &volume_sd, &tp, &ps, &L, &pray)) {
 						kernel_path_indirect(kg, rng, pray, tp*num_samples_inv, num_samples, ps, &L);
 
 						/* for render passes, sum and reset indirect light pass variables
@@ -910,7 +910,7 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
 					 * alternatively get decoupled ray marching working on the GPU */
 					kernel_path_volume_connect_light(kg, rng, &volume_sd, throughput, &state, &L, num_samples_inv);
 
-					if(kernel_path_volume_bounce(kg, rng, &volume_sd, &tp, &ps, &L, &pray, num_samples_inv)) {
+					if(kernel_path_volume_bounce(kg, rng, &volume_sd, &tp, &ps, &L, &pray)) {
 						kernel_path_indirect(kg, rng, pray, tp*num_samples_inv, num_samples, ps, &L);
 
 						/* for render passes, sum and reset indirect light pass variables
diff --git a/intern/cycles/kernel/kernel_path_volume.h b/intern/cycles/kernel/kernel_path_volume.h
index 4d6bf47..9189e5c 100644
--- a/intern/cycles/kernel/kernel_path_volume.h
+++ b/intern/cycles/kernel/kernel_path_volume.h
@@ -58,8 +58,7 @@ ccl_device void kernel_path_volume_connect_light(KernelGlobals *kg, RNG *rng,
 }
 
 ccl_device bool kernel_path_volume_bounce(KernelGlobals *kg, RNG *rng,
-	ShaderData *sd, float3 *throughput, PathState *state, PathRadiance *L, Ray *ray,
-	float num_samples_adjust)
+	ShaderData *sd, float3 *throughput, PathState *state, PathRadiance *L, Ray *ray)
 {
 	/* sample phase function */
 	float phase_pdf;




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