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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_projection.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_projection.h')
-rw-r--r--intern/cycles/kernel/kernel_projection.h15
1 files changed, 9 insertions, 6 deletions
diff --git a/intern/cycles/kernel/kernel_projection.h b/intern/cycles/kernel/kernel_projection.h
index 8be6742699a..3437d83ed7d 100644
--- a/intern/cycles/kernel/kernel_projection.h
+++ b/intern/cycles/kernel/kernel_projection.h
@@ -130,7 +130,10 @@ ccl_device float2 direction_to_fisheye_equisolid(float3 dir, float lens, float w
return make_float2(u, v);
}
-ccl_device float3 fisheye_equisolid_to_direction(float u, float v, float lens, float fov, float width, float height)
+ccl_device_inline float3 fisheye_equisolid_to_direction(float u, float v,
+ float lens,
+ float fov,
+ float width, float height)
{
u = (u - 0.5f) * width;
v = (v - 0.5f) * height;
@@ -189,7 +192,7 @@ ccl_device float2 direction_to_mirrorball(float3 dir)
return make_float2(u, v);
}
-ccl_device float3 panorama_to_direction(KernelGlobals *kg, float u, float v)
+ccl_device_inline float3 panorama_to_direction(KernelGlobals *kg, float u, float v)
{
switch(kernel_data.cam.panorama_type) {
case PANORAMA_EQUIRECTANGULAR:
@@ -205,7 +208,7 @@ ccl_device float3 panorama_to_direction(KernelGlobals *kg, float u, float v)
}
}
-ccl_device float2 direction_to_panorama(KernelGlobals *kg, float3 dir)
+ccl_device_inline float2 direction_to_panorama(KernelGlobals *kg, float3 dir)
{
switch(kernel_data.cam.panorama_type) {
case PANORAMA_EQUIRECTANGULAR:
@@ -221,9 +224,9 @@ ccl_device float2 direction_to_panorama(KernelGlobals *kg, float3 dir)
}
}
-ccl_device float3 spherical_stereo_position(KernelGlobals *kg,
- float3 dir,
- float3 pos)
+ccl_device_inline float3 spherical_stereo_position(KernelGlobals *kg,
+ float3 dir,
+ float3 pos)
{
float interocular_offset = kernel_data.cam.interocular_offset;