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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/kernel_path_surface.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/kernel_path_surface.h')
-rw-r--r--intern/cycles/kernel/kernel_path_surface.h9
1 files changed, 7 insertions, 2 deletions
diff --git a/intern/cycles/kernel/kernel_path_surface.h b/intern/cycles/kernel/kernel_path_surface.h
index 74b1ae0ca32..250b8e92a45 100644
--- a/intern/cycles/kernel/kernel_path_surface.h
+++ b/intern/cycles/kernel/kernel_path_surface.h
@@ -222,8 +222,13 @@ ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, ccl_
#endif
/* path tracing: bounce off or through surface to with new direction stored in ray */
-ccl_device_inline bool kernel_path_surface_bounce(KernelGlobals *kg, ccl_addr_space RNG *rng,
- ShaderData *sd, ccl_addr_space float3 *throughput, ccl_addr_space PathState *state, PathRadiance *L, ccl_addr_space Ray *ray)
+ccl_device bool kernel_path_surface_bounce(KernelGlobals *kg,
+ ccl_addr_space RNG *rng,
+ ShaderData *sd,
+ ccl_addr_space float3 *throughput,
+ ccl_addr_space PathState *state,
+ PathRadiance *L,
+ ccl_addr_space Ray *ray)
{
/* no BSDF? we can stop here */
if(ccl_fetch(sd, flag) & SD_BSDF) {