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authorSergey Sharybin <sergey.vfx@gmail.com>2016-08-01 16:40:46 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-08-01 16:54:29 +0300
commit6353ecb996898b4ce2fe8065130ed1f5ea3b6989 (patch)
treeb6d620152e4ff7920465d8396fe443dc9b3ffc56 /intern/cycles/kernel/closure/bssrdf.h
parent7065022f7aa23ba13d2999e1e40162a8f480af0e (diff)
Cycles: Tweaks to support CUDA 8 toolkit
All the changes are mainly giving explicit tips on inlining functions, so they match how inlining worked with previous toolkit. This make kernel compiled by CUDA 8 render in average with same speed as previous kernels. Some scenes are somewhat faster, some of them are somewhat slower. But slowdown is within 1% so far. On a positive side it allows us to enable newer generation cards on buildbots (so GTX 10x0 will be officially supported soon).
Diffstat (limited to 'intern/cycles/kernel/closure/bssrdf.h')
-rw-r--r--intern/cycles/kernel/closure/bssrdf.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/intern/cycles/kernel/closure/bssrdf.h b/intern/cycles/kernel/closure/bssrdf.h
index a260ae9a31b..35c95768b69 100644
--- a/intern/cycles/kernel/closure/bssrdf.h
+++ b/intern/cycles/kernel/closure/bssrdf.h
@@ -141,7 +141,7 @@ ccl_device float bssrdf_cubic_pdf(const ShaderClosure *sc, float r)
}
/* solve 10x^2 - 20x^3 + 15x^4 - 4x^5 - xi == 0 */
-ccl_device float bssrdf_cubic_quintic_root_find(float xi)
+ccl_device_inline float bssrdf_cubic_quintic_root_find(float xi)
{
/* newton-raphson iteration, usually succeeds in 2-4 iterations, except
* outside 0.02 ... 0.98 where it can go up to 10, so overall performance
@@ -255,7 +255,7 @@ ccl_device float bssrdf_burley_pdf(const ShaderClosure *sc, float r)
* Returns scaled radius, meaning the result is to be scaled up by d.
* Since there's no closed form solution we do Newton-Raphson method to find it.
*/
-ccl_device float bssrdf_burley_root_find(float xi)
+ccl_device_inline float bssrdf_burley_root_find(float xi)
{
const float tolerance = 1e-6f;
const int max_iteration_count = 10;
@@ -389,7 +389,7 @@ ccl_device void bssrdf_sample(const ShaderClosure *sc, float xi, float *r, float
bssrdf_burley_sample(sc, xi, r, h);
}
-ccl_device float bssrdf_pdf(const ShaderClosure *sc, float r)
+ccl_device_inline float bssrdf_pdf(const ShaderClosure *sc, float r)
{
if(sc->type == CLOSURE_BSSRDF_CUBIC_ID)
return bssrdf_cubic_pdf(sc, r);