Cycles: Remove empty closure blur code and the corresponding entries in the switch.
Most compilers will probably optimize that out, but I still don't see a reason to keep it.
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@ -275,6 +275,8 @@ ccl_device float3 bsdf_eval(KernelGlobals *kg, const ShaderData *sd, const Shade
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ccl_device void bsdf_blur(KernelGlobals *kg, ShaderClosure *sc, float roughness)
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{
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/* ToDo: do we want to blur volume closures? */
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#ifdef __OSL__
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if(kg->osl && sc->prim) {
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OSLShader::bsdf_blur(sc, roughness);
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@ -282,33 +284,8 @@ ccl_device void bsdf_blur(KernelGlobals *kg, ShaderClosure *sc, float roughness)
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}
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#endif
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switch(sc->type) {
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case CLOSURE_BSDF_DIFFUSE_ID:
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case CLOSURE_BSDF_BSSRDF_ID:
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bsdf_diffuse_blur(sc, roughness);
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break;
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#ifdef __SVM__
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case CLOSURE_BSDF_OREN_NAYAR_ID:
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bsdf_oren_nayar_blur(sc, roughness);
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break;
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/*case CLOSURE_BSDF_PHONG_RAMP_ID:
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bsdf_phong_ramp_blur(sc, roughness);
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break;
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case CLOSURE_BSDF_DIFFUSE_RAMP_ID:
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bsdf_diffuse_ramp_blur(sc, roughness);
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break;*/
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case CLOSURE_BSDF_TRANSLUCENT_ID:
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bsdf_translucent_blur(sc, roughness);
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break;
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case CLOSURE_BSDF_REFLECTION_ID:
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bsdf_reflection_blur(sc, roughness);
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break;
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case CLOSURE_BSDF_REFRACTION_ID:
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bsdf_refraction_blur(sc, roughness);
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break;
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case CLOSURE_BSDF_TRANSPARENT_ID:
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bsdf_transparent_blur(sc, roughness);
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break;
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switch(sc->type) {
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case CLOSURE_BSDF_MICROFACET_GGX_ID:
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case CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID:
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case CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID:
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@ -323,24 +300,10 @@ ccl_device void bsdf_blur(KernelGlobals *kg, ShaderClosure *sc, float roughness)
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case CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID:
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bsdf_ashikhmin_shirley_blur(sc, roughness);
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break;
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case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID:
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bsdf_ashikhmin_velvet_blur(sc, roughness);
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break;
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case CLOSURE_BSDF_DIFFUSE_TOON_ID:
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bsdf_diffuse_toon_blur(sc, roughness);
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break;
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case CLOSURE_BSDF_GLOSSY_TOON_ID:
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bsdf_glossy_toon_blur(sc, roughness);
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break;
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case CLOSURE_BSDF_HAIR_REFLECTION_ID:
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case CLOSURE_BSDF_HAIR_TRANSMISSION_ID:
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bsdf_hair_reflection_blur(sc, roughness);
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break;
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#endif
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/* todo: do we want to blur volume closures? */
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default:
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break;
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}
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#endif
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}
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CCL_NAMESPACE_END
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@ -45,10 +45,6 @@ ccl_device int bsdf_ashikhmin_velvet_setup(ShaderClosure *sc)
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return SD_BSDF|SD_BSDF_HAS_EVAL;
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}
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ccl_device void bsdf_ashikhmin_velvet_blur(ShaderClosure *sc, float roughness)
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{
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}
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ccl_device float3 bsdf_ashikhmin_velvet_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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{
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float m_invsigma2 = sc->data0;
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@ -43,10 +43,6 @@ ccl_device int bsdf_diffuse_setup(ShaderClosure *sc)
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return SD_BSDF|SD_BSDF_HAS_EVAL;
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}
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ccl_device void bsdf_diffuse_blur(ShaderClosure *sc, float roughness)
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{
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}
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ccl_device float3 bsdf_diffuse_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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{
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float3 N = sc->N;
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@ -90,10 +86,6 @@ ccl_device int bsdf_translucent_setup(ShaderClosure *sc)
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return SD_BSDF|SD_BSDF_HAS_EVAL;
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}
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ccl_device void bsdf_translucent_blur(ShaderClosure *sc, float roughness)
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{
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}
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ccl_device float3 bsdf_translucent_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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{
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return make_float3(0.0f, 0.0f, 0.0f);
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@ -36,14 +36,6 @@
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CCL_NAMESPACE_BEGIN
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ccl_device void bsdf_hair_reflection_blur(ShaderClosure *sc, float roughness)
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{
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}
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ccl_device void bsdf_hair_transmission_blur(ShaderClosure *sc, float roughness)
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{
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}
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ccl_device int bsdf_hair_reflection_setup(ShaderClosure *sc)
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{
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sc->type = CLOSURE_BSDF_HAIR_REFLECTION_ID;
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@ -47,10 +47,6 @@ ccl_device int bsdf_oren_nayar_setup(ShaderClosure *sc)
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return SD_BSDF|SD_BSDF_HAS_EVAL;
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}
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ccl_device void bsdf_oren_nayar_blur(ShaderClosure *sc, float roughness)
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{
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}
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ccl_device float3 bsdf_oren_nayar_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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{
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if(dot(sc->N, omega_in) > 0.0f) {
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@ -43,10 +43,6 @@ ccl_device int bsdf_reflection_setup(ShaderClosure *sc)
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return SD_BSDF;
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}
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ccl_device void bsdf_reflection_blur(ShaderClosure *sc, float roughness)
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{
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}
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ccl_device float3 bsdf_reflection_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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{
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return make_float3(0.0f, 0.0f, 0.0f);
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@ -43,10 +43,6 @@ ccl_device int bsdf_refraction_setup(ShaderClosure *sc)
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return SD_BSDF;
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}
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ccl_device void bsdf_refraction_blur(ShaderClosure *sc, float roughness)
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{
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}
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ccl_device float3 bsdf_refraction_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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{
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return make_float3(0.0f, 0.0f, 0.0f);
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@ -46,10 +46,6 @@ ccl_device int bsdf_diffuse_toon_setup(ShaderClosure *sc)
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return SD_BSDF|SD_BSDF_HAS_EVAL;
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}
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ccl_device void bsdf_diffuse_toon_blur(ShaderClosure *sc, float roughness)
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{
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}
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ccl_device float3 bsdf_toon_get_intensity(float max_angle, float smooth, float angle)
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{
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float is;
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@ -130,10 +126,6 @@ ccl_device int bsdf_glossy_toon_setup(ShaderClosure *sc)
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return SD_BSDF|SD_BSDF_HAS_EVAL;
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}
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ccl_device void bsdf_glossy_toon_blur(ShaderClosure *sc, float roughness)
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{
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}
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ccl_device float3 bsdf_glossy_toon_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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{
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float max_angle = sc->data0*M_PI_2_F;
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@ -41,10 +41,6 @@ ccl_device int bsdf_transparent_setup(ShaderClosure *sc)
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return SD_BSDF|SD_TRANSPARENT;
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}
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ccl_device void bsdf_transparent_blur(ShaderClosure *sc, float roughness)
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{
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}
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ccl_device float3 bsdf_transparent_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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{
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return make_float3(0.0f, 0.0f, 0.0f);
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