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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_volume.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_volume.h')
-rw-r--r--intern/cycles/kernel/kernel_volume.h12
1 files changed, 10 insertions, 2 deletions
diff --git a/intern/cycles/kernel/kernel_volume.h b/intern/cycles/kernel/kernel_volume.h
index 01c87e6d89d..9dafed9afd1 100644
--- a/intern/cycles/kernel/kernel_volume.h
+++ b/intern/cycles/kernel/kernel_volume.h
@@ -36,7 +36,11 @@ typedef struct VolumeShaderCoefficients {
} VolumeShaderCoefficients;
/* evaluate shader to get extinction coefficient at P */
-ccl_device bool volume_shader_extinction_sample(KernelGlobals *kg, ShaderData *sd, PathState *state, float3 P, float3 *extinction)
+ccl_device_inline bool volume_shader_extinction_sample(KernelGlobals *kg,
+ ShaderData *sd,
+ PathState *state,
+ float3 P,
+ float3 *extinction)
{
sd->P = P;
shader_eval_volume(kg, sd, state, state->volume_stack, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW);
@@ -58,7 +62,11 @@ ccl_device bool volume_shader_extinction_sample(KernelGlobals *kg, ShaderData *s
}
/* evaluate shader to get absorption, scattering and emission at P */
-ccl_device bool volume_shader_sample(KernelGlobals *kg, ShaderData *sd, PathState *state, float3 P, VolumeShaderCoefficients *coeff)
+ccl_device_inline bool volume_shader_sample(KernelGlobals *kg,
+ ShaderData *sd,
+ PathState *state,
+ float3 P,
+ VolumeShaderCoefficients *coeff)
{
sd->P = P;
shader_eval_volume(kg, sd, state, state->volume_stack, state->flag, SHADER_CONTEXT_VOLUME);