Commit: 4fb418d40c8addbeda6299f763ec5c3fdcbf3759
Author: Brecht Van Lommel
Date: Thu Dec 1 22:18:35 2022 +0100
Branches: soc-2022-many-lights-sampling
https://developer.blender.org/rB4fb418d40c8addbeda6299f763ec5c3fdcbf3759
Cleanup: add back ccl_optional_struct_init
===================================================================
M intern/cycles/kernel/integrator/shade_volume.h
===================================================================
diff --git a/intern/cycles/kernel/integrator/shade_volume.h
b/intern/cycles/kernel/integrator/shade_volume.h
index f9ea6dc2cb8..1901f243ff7 100644
--- a/intern/cycles/kernel/integrator/shade_volume.h
+++ b/intern/cycles/kernel/integrator/shade_volume.h
@@ -704,7 +704,7 @@ ccl_device_forceinline bool
integrate_volume_equiangular_sample_light(
const uint bounce = INTEGRATOR_STATE(state, path, bounce);
const float2 rand_light = path_state_rng_2D(kg, rng_state, PRNG_LIGHT);
- LightSample ls;
+ LightSample ls ccl_optional_struct_init;
if (!light_sample_from_volume_segment(kg,
rand_light.x,
rand_light.y,
@@ -761,7 +761,7 @@ ccl_device_forceinline void integrate_volume_direct_light(
* Additionally we could end up behind the light or outside a spot light
cone, which might
* waste a sample. Though on the other hand it would be possible to prevent
that with
* equiangular sampling restricted to a smaller sub-segment where the light
has influence. */
- LightSample ls;
+ LightSample ls ccl_optional_struct_init;
{
const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
const uint bounce = INTEGRATOR_STATE(state, path, bounce);
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