Cleanup: Remove unused light_sample_is_light() function.
This also fixes compile warnings on MSVC.
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@ -235,8 +235,6 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
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light_sample_to_surface_shadow_ray(kg, sd, &ls, &ray);
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}
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const bool is_light = light_sample_is_light(&ls);
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/* Branch off shadow kernel. */
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IntegratorShadowState shadow_state = integrator_shadow_path_init(
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kg, state, DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW, false);
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@ -821,7 +821,6 @@ ccl_device_forceinline void integrate_volume_direct_light(
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/* Create shadow ray. */
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Ray ray ccl_optional_struct_init;
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light_sample_to_volume_shadow_ray(kg, sd, &ls, P, &ray);
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const bool is_light = light_sample_is_light(&ls);
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/* Branch off shadow kernel. */
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IntegratorShadowState shadow_state = integrator_shadow_path_init(
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@ -88,13 +88,6 @@ light_sample_shader_eval(KernelGlobals kg,
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return eval;
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}
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/* Test if light sample is from a light or emission from geometry. */
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ccl_device_inline bool light_sample_is_light(ccl_private const LightSample *ccl_restrict ls)
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{
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/* return if it's a lamp for shadow pass */
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return (ls->prim == PRIM_NONE && ls->type != LIGHT_BACKGROUND);
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}
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/* Early path termination of shadow rays. */
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ccl_device_inline bool light_sample_terminate(KernelGlobals kg,
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ccl_private const LightSample *ccl_restrict ls,
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