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Cycles: oneAPI: Remove MNEE+dispersion workaround
Pull Request: https://projects.blender.org/blender/blender/pulls/163165
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1 changed files with 0 additions and 9 deletions
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@ -1029,15 +1029,6 @@ ccl_device_inline ShaderEvalResult kernel_path_mnee_sample(KernelGlobals kg,
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return SHADER_EVAL_CACHE_MISS;
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}
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#if defined(__KERNEL_ONEAPI__)
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/* FIXME: Temporary workaround for a bug in the oneAPI + Embree backend that sometimes sets
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* the SR_BSDF_HAS_DISPERSION flag when calling `surface_shader_eval` inside the MNEE code
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* path. This happens even in scenes where no material uses dispersion. This workaround
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* disables dispersion support + MNEE for all oneAPI backends. Proper fix should be on the
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* oneAPI side. */
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sd_mnee->runtime_flag &= ~SR_BSDF_HAS_DISPERSION;
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#endif
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/* Query before #mnee_setup_manifold_vertex resets the runtime flag. */
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if (sd_mnee->runtime_flag & SR_BSDF_HAS_DISPERSION) {
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has_dispersion = true;
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