Cleanup: use float3 instead of float4 for shadow, since w is never used

Contributed by pembem22.

Differential Revision: https://developer.blender.org/D8947
This commit is contained in:
Brecht Van Lommel 2020-09-22 16:35:50 +02:00
parent b63e6ab8d2
commit dab50ad718
4 changed files with 8 additions and 9 deletions

View File

@ -195,7 +195,7 @@ ccl_device_inline void path_radiance_init(KernelGlobals *kg, PathRadiance *L)
L->emission = make_float3(0.0f, 0.0f, 0.0f);
L->background = make_float3(0.0f, 0.0f, 0.0f);
L->ao = make_float3(0.0f, 0.0f, 0.0f);
L->shadow = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
L->shadow = make_float3(0.0f, 0.0f, 0.0f);
L->mist = 0.0f;
L->state.diffuse = make_float3(0.0f, 0.0f, 0.0f);
@ -439,9 +439,7 @@ ccl_device_inline void path_radiance_accum_light(KernelGlobals *kg,
L->direct_volume += shaded_throughput * bsdf_eval->volume;
if (is_lamp) {
L->shadow.x += shadow.x * shadow_fac;
L->shadow.y += shadow.y * shadow_fac;
L->shadow.z += shadow.z * shadow_fac;
L->shadow += shadow * shadow_fac;
}
}
else {

View File

@ -383,7 +383,7 @@ ccl_device void kernel_bake_evaluate(
break;
}
case SHADER_EVAL_SHADOW: {
out = make_float3(L.shadow.x, L.shadow.y, L.shadow.z);
out = L.shadow;
break;
}
case SHADER_EVAL_DIFFUSE: {

View File

@ -326,9 +326,10 @@ ccl_device_inline void kernel_write_light_passes(KernelGlobals *kg,
kernel_write_pass_float3(buffer + kernel_data.film.pass_transmission_color,
L->color_transmission);
if (light_flag & PASSMASK(SHADOW)) {
float4 shadow = L->shadow;
shadow.w = kernel_data.film.pass_shadow_scale;
kernel_write_pass_float4(buffer + kernel_data.film.pass_shadow, shadow);
float3 shadow = L->shadow;
kernel_write_pass_float4(
buffer + kernel_data.film.pass_shadow,
make_float4(shadow.x, shadow.y, shadow.z, kernel_data.film.pass_shadow_scale));
}
if (light_flag & PASSMASK(MIST))
kernel_write_pass_float(buffer + kernel_data.film.pass_mist, 1.0f - L->mist);

View File

@ -522,7 +522,7 @@ typedef ccl_addr_space struct PathRadiance {
float3 indirect_transmission;
float3 indirect_volume;
float4 shadow;
float3 shadow;
float mist;
#endif