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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/geom
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/geom')
-rw-r--r--intern/cycles/kernel/geom/geom_primitive.h17
-rw-r--r--intern/cycles/kernel/geom/geom_volume.h4
2 files changed, 16 insertions, 5 deletions
diff --git a/intern/cycles/kernel/geom/geom_primitive.h b/intern/cycles/kernel/geom/geom_primitive.h
index 44734d1b70d..b16f0c9a99b 100644
--- a/intern/cycles/kernel/geom/geom_primitive.h
+++ b/intern/cycles/kernel/geom/geom_primitive.h
@@ -23,7 +23,11 @@ CCL_NAMESPACE_BEGIN
/* Generic primitive attribute reading functions */
-ccl_device float primitive_attribute_float(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float *dx, float *dy)
+ccl_device_inline float primitive_attribute_float(KernelGlobals *kg,
+ const ShaderData *sd,
+ AttributeElement elem,
+ int offset,
+ float *dx, float *dy)
{
if(ccl_fetch(sd, type) & PRIMITIVE_ALL_TRIANGLE) {
if(subd_triangle_patch(kg, sd) == ~0)
@@ -48,7 +52,12 @@ ccl_device float primitive_attribute_float(KernelGlobals *kg, const ShaderData *
}
}
-ccl_device float3 primitive_attribute_float3(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float3 *dx, float3 *dy)
+ccl_device_inline float3 primitive_attribute_float3(KernelGlobals *kg,
+ const ShaderData *sd,
+ AttributeElement elem,
+ int offset,
+ float3 *dx,
+ float3 *dy)
{
if(ccl_fetch(sd, type) & PRIMITIVE_ALL_TRIANGLE) {
if(subd_triangle_patch(kg, sd) == ~0)
@@ -75,7 +84,7 @@ ccl_device float3 primitive_attribute_float3(KernelGlobals *kg, const ShaderData
/* Default UV coordinate */
-ccl_device float3 primitive_uv(KernelGlobals *kg, ShaderData *sd)
+ccl_device_inline float3 primitive_uv(KernelGlobals *kg, ShaderData *sd)
{
AttributeElement elem_uv;
int offset_uv = find_attribute(kg, sd, ATTR_STD_UV, &elem_uv);
@@ -144,7 +153,7 @@ ccl_device float3 primitive_tangent(KernelGlobals *kg, ShaderData *sd)
/* Motion vector for motion pass */
-ccl_device float4 primitive_motion_vector(KernelGlobals *kg, ShaderData *sd)
+ccl_device_inline float4 primitive_motion_vector(KernelGlobals *kg, ShaderData *sd)
{
/* center position */
float3 center;
diff --git a/intern/cycles/kernel/geom/geom_volume.h b/intern/cycles/kernel/geom/geom_volume.h
index 2044aafc877..7c8182bc430 100644
--- a/intern/cycles/kernel/geom/geom_volume.h
+++ b/intern/cycles/kernel/geom/geom_volume.h
@@ -44,7 +44,9 @@ ccl_device float4 volume_image_texture_3d(int id, float x, float y, float z)
}
#endif /* __KERNEL_GPU__ */
-ccl_device float3 volume_normalized_position(KernelGlobals *kg, const ShaderData *sd, float3 P)
+ccl_device_inline float3 volume_normalized_position(KernelGlobals *kg,
+ const ShaderData *sd,
+ float3 P)
{
/* todo: optimize this so it's just a single matrix multiplication when
* possible (not motion blur), or perhaps even just translation + scale */