[Bf-blender-cvs] [ed300ec3ee3] soc-2022-many-lights-sampling: Fix: use floats explicitly in light tree

Jeffrey Liu noreply at git.blender.org
Mon Jul 18 15:41:43 CEST 2022


Commit: ed300ec3ee3ecf937e97211b4f8481f078a8b459
Author: Jeffrey Liu
Date:   Mon Jul 18 09:29:01 2022 -0400
Branches: soc-2022-many-lights-sampling
https://developer.blender.org/rBed300ec3ee3ecf937e97211b4f8481f078a8b459

Fix: use floats explicitly in light tree

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

M	intern/cycles/kernel/light/light_tree.h

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

diff --git a/intern/cycles/kernel/light/light_tree.h b/intern/cycles/kernel/light/light_tree.h
index 5d9dd069b73..0de3cbf9d8b 100644
--- a/intern/cycles/kernel/light/light_tree.h
+++ b/intern/cycles/kernel/light/light_tree.h
@@ -45,7 +45,7 @@ ccl_device float light_tree_node_importance(const float3 P,
 
   /* Since we're not using the splitting heuristic, we clamp
    * the distance to half the radius of the cluster. */
-  const float distance_squared = fmaxf(0.25 * len_squared(centroid - bbox_max),
+  const float distance_squared = fmaxf(0.25f * len_squared(centroid - bbox_max),
                                        len_squared(centroid - P));
 
   const float theta = fast_acosf(dot(bcone_axis, -point_to_centroid));
@@ -56,7 +56,7 @@ ccl_device float light_tree_node_importance(const float3 P,
   /* Avoid using cosine until needed. */
   const float theta_prime = fmaxf(theta - theta_o - theta_u, 0.0f);
   if (theta_prime >= theta_e) {
-    return 0;
+    return 0.0f;
   }
   const float cos_theta_prime = fast_cosf(theta_prime);



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