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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-02-12 02:41:11 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-02-12 02:41:11 +0400
commit9307565269055e39cd71bd2c27bc86ad8fc12b96 (patch)
treefe1980308292af4d0c77829dd3d3dfeead0c86f7 /intern/cycles/kernel/kernel_shader.h
parent1c4f704d5c6385c891057404fab462b5cc8121df (diff)
Attempted fix for issue with latest CUDA kernel for 32 bit windows/linux/mac,
there seems to be some sort of compiler bug in CUDA toolkit 4.2, uninlining a few functions seems to avoid it.
Diffstat (limited to 'intern/cycles/kernel/kernel_shader.h')
-rw-r--r--intern/cycles/kernel/kernel_shader.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/intern/cycles/kernel/kernel_shader.h b/intern/cycles/kernel/kernel_shader.h
index b7d87427bd3..df86b352697 100644
--- a/intern/cycles/kernel/kernel_shader.h
+++ b/intern/cycles/kernel/kernel_shader.h
@@ -53,7 +53,7 @@ __device_noinline void shader_setup_object_transforms(KernelGlobals *kg, ShaderD
}
#endif
-__device void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
+__device_noinline void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
const Intersection *isect, const Ray *ray)
{
#ifdef __INSTANCING__
@@ -160,7 +160,7 @@ __device void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
/* ShaderData setup from position sampled on mesh */
-__device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
+__device_noinline void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
const float3 P, const float3 Ng, const float3 I,
int shader, int object, int prim, float u, float v, float t, float time, int segment = ~0)
{
@@ -283,7 +283,7 @@ __device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
/* ShaderData setup for displacement */
-__device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd,
+__device_noinline void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd,
int object, int prim, float u, float v)
{
/* Note: no OSLShader::init call here, this is done in shader_setup_from_sample! */