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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2013-11-16 03:17:10 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2013-11-18 11:48:15 +0400
commitc18712e86814d176433cea781fe1e68715c23bd4 (patch)
treea9aa7a0b34940dceb00f290c720f4a2733819f44 /intern/cycles/kernel/kernel_subsurface.h
parent6f67f7c18cf2c6224f3e3d796bf0d83d2f098b2e (diff)
Cycles: change __device and similar qualifiers to ccl_device in kernel code.
This to avoids build conflicts with libc++ on FreeBSD, these __ prefixed values are reserved for compilers. I apologize to anyone who has patches or branches and has to go through the pain of merging this change, it may be easiest to do these same replacements in your code and then apply/merge the patch. Ref T37477.
Diffstat (limited to 'intern/cycles/kernel/kernel_subsurface.h')
-rw-r--r--intern/cycles/kernel/kernel_subsurface.h14
1 files changed, 7 insertions, 7 deletions
diff --git a/intern/cycles/kernel/kernel_subsurface.h b/intern/cycles/kernel/kernel_subsurface.h
index d16b9328bf2..2326ca18b55 100644
--- a/intern/cycles/kernel/kernel_subsurface.h
+++ b/intern/cycles/kernel/kernel_subsurface.h
@@ -25,7 +25,7 @@ CCL_NAMESPACE_BEGIN
#define BSSRDF_MULTI_EVAL
-__device ShaderClosure *subsurface_scatter_pick_closure(KernelGlobals *kg, ShaderData *sd, float *probability)
+ccl_device ShaderClosure *subsurface_scatter_pick_closure(KernelGlobals *kg, ShaderData *sd, float *probability)
{
/* sum sample weights of bssrdf and bsdf */
float bsdf_sum = 0.0f;
@@ -80,7 +80,7 @@ __device ShaderClosure *subsurface_scatter_pick_closure(KernelGlobals *kg, Shade
return NULL;
}
-__device float3 subsurface_scatter_eval(ShaderData *sd, ShaderClosure *sc, float disk_r, float r, bool all)
+ccl_device float3 subsurface_scatter_eval(ShaderData *sd, ShaderClosure *sc, float disk_r, float r, bool all)
{
#ifdef BSSRDF_MULTI_EVAL
/* this is the veach one-sample model with balance heuristic, some pdf
@@ -133,7 +133,7 @@ __device float3 subsurface_scatter_eval(ShaderData *sd, ShaderClosure *sc, float
}
/* replace closures with a single diffuse bsdf closure after scatter step */
-__device void subsurface_scatter_setup_diffuse_bsdf(ShaderData *sd, float3 weight, bool hit, float3 N)
+ccl_device void subsurface_scatter_setup_diffuse_bsdf(ShaderData *sd, float3 weight, bool hit, float3 N)
{
sd->flag &= ~SD_CLOSURE_FLAGS;
sd->randb_closure = 0.0f;
@@ -158,7 +158,7 @@ __device void subsurface_scatter_setup_diffuse_bsdf(ShaderData *sd, float3 weigh
}
/* optionally do blurring of color and/or bump mapping, at the cost of a shader evaluation */
-__device float3 subsurface_color_pow(float3 color, float exponent)
+ccl_device float3 subsurface_color_pow(float3 color, float exponent)
{
color = max(color, make_float3(0.0f, 0.0f, 0.0f));
@@ -179,7 +179,7 @@ __device float3 subsurface_color_pow(float3 color, float exponent)
return color;
}
-__device void subsurface_color_bump_blur(KernelGlobals *kg, ShaderData *out_sd, ShaderData *in_sd, int state_flag, float3 *eval, float3 *N)
+ccl_device void subsurface_color_bump_blur(KernelGlobals *kg, ShaderData *out_sd, ShaderData *in_sd, int state_flag, float3 *eval, float3 *N)
{
/* average color and texture blur at outgoing point */
float texture_blur;
@@ -207,7 +207,7 @@ __device void subsurface_color_bump_blur(KernelGlobals *kg, ShaderData *out_sd,
}
/* subsurface scattering step, from a point on the surface to other nearby points on the same object */
-__device int subsurface_scatter_multi_step(KernelGlobals *kg, ShaderData *sd, ShaderData bssrdf_sd[BSSRDF_MAX_HITS],
+ccl_device int subsurface_scatter_multi_step(KernelGlobals *kg, ShaderData *sd, ShaderData bssrdf_sd[BSSRDF_MAX_HITS],
int state_flag, ShaderClosure *sc, uint *lcg_state, float disk_u, float disk_v, bool all)
{
/* pick random axis in local frame and point on disk */
@@ -313,7 +313,7 @@ __device int subsurface_scatter_multi_step(KernelGlobals *kg, ShaderData *sd, Sh
}
/* subsurface scattering step, from a point on the surface to another nearby point on the same object */
-__device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd,
+ccl_device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd,
int state_flag, ShaderClosure *sc, uint *lcg_state, float disk_u, float disk_v, bool all)
{
float3 eval = make_float3(0.0f, 0.0f, 0.0f);