Code refactor: remove unnecessary RNG offset in branched path code.
This is only needed for SSS which bounces to a different shading point.
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@ -372,6 +372,7 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
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PathState hit_state = *state;
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path_state_branch(&hit_state, j, num_samples);
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hit_state.rng_offset += PRNG_BOUNCE_NUM;
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#ifdef __VOLUME__
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if(need_update_volume_stack) {
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@ -231,8 +231,6 @@ ccl_device_inline void path_state_branch(ccl_addr_space PathState *state,
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int branch,
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int num_branches)
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{
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state->rng_offset += PRNG_BOUNCE_NUM;
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if(num_branches > 1) {
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/* Path is splitting into a branch, adjust so that each branch
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* still gets a unique sample from the same sequence. */
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@ -117,6 +117,7 @@ ccl_device_noinline bool kernel_split_branched_path_subsurface_indirect_light_it
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*hit_state = branched_state->path_state;
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path_state_branch(hit_state, j, num_samples);
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hit_state->rng_offset += PRNG_BOUNCE_NUM;
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#ifdef __VOLUME__
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if(need_update_volume_stack) {
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