Cycles: Remove few function arguments needed only for the split kernel
[blender.git] / intern / cycles / kernel / split / kernel_shadow_blocked.h
index 5f515a98783007cc6e6863508397de7eb355d3eb..fce554179e3a088c4a0f797f4cb8f2f9fed992e8 100644 (file)
@@ -51,8 +51,6 @@ ccl_device void kernel_shadow_blocked(
         ccl_global PathState *PathState_coop,  /* Required for shadow blocked */
         ccl_global Ray *LightRay_dl_coop,      /* Required for direct lighting's shadow blocked */
         ccl_global Ray *LightRay_ao_coop,      /* Required for AO's shadow blocked */
-        Intersection *Intersection_coop_AO,
-        Intersection *Intersection_coop_DL,
         ccl_global char *ray_state,
         int total_num_rays,
         char shadow_blocked_type,
@@ -67,25 +65,17 @@ ccl_device void kernel_shadow_blocked(
                ccl_global PathState *state = &PathState_coop[ray_index];
                ccl_global Ray *light_ray_dl_global = &LightRay_dl_coop[ray_index];
                ccl_global Ray *light_ray_ao_global = &LightRay_ao_coop[ray_index];
-               Intersection *isect_ao_global = &Intersection_coop_AO[ray_index];
-               Intersection *isect_dl_global = &Intersection_coop_DL[ray_index];
 
                ccl_global Ray *light_ray_global =
                        shadow_blocked_type == RAY_SHADOW_RAY_CAST_AO
                                ? light_ray_ao_global
                                : light_ray_dl_global;
-               Intersection *isect_global =
-                       shadow_blocked_type == RAY_SHADOW_RAY_CAST_AO
-                               ? isect_ao_global
-                               : isect_dl_global;
 
                float3 shadow;
                update_path_radiance = !(shadow_blocked(kg,
                                                        state,
                                                        light_ray_global,
-                                                       &shadow,
-                                                       sd_shadow,
-                                                       isect_global));
+                                                       &shadow));
 
                /* We use light_ray_global's P and t to store shadow and
                 * update_path_radiance.