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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/svm/svm_closure.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/svm/svm_closure.h')
-rw-r--r--intern/cycles/kernel/svm/svm_closure.h34
1 files changed, 17 insertions, 17 deletions
diff --git a/intern/cycles/kernel/svm/svm_closure.h b/intern/cycles/kernel/svm/svm_closure.h
index 0d4716ab078..2c6fb5deca4 100644
--- a/intern/cycles/kernel/svm/svm_closure.h
+++ b/intern/cycles/kernel/svm/svm_closure.h
@@ -18,7 +18,7 @@ CCL_NAMESPACE_BEGIN
/* Closure Nodes */
-__device void svm_node_glass_setup(ShaderData *sd, ShaderClosure *sc, int type, float eta, float roughness, bool refract)
+ccl_device void svm_node_glass_setup(ShaderData *sd, ShaderClosure *sc, int type, float eta, float roughness, bool refract)
{
if(type == CLOSURE_BSDF_SHARP_GLASS_ID) {
if(refract) {
@@ -49,7 +49,7 @@ __device void svm_node_glass_setup(ShaderData *sd, ShaderClosure *sc, int type,
}
}
-__device_inline ShaderClosure *svm_node_closure_get_non_bsdf(ShaderData *sd, ClosureType type, float mix_weight)
+ccl_device_inline ShaderClosure *svm_node_closure_get_non_bsdf(ShaderData *sd, ClosureType type, float mix_weight)
{
#ifdef __MULTI_CLOSURE__
ShaderClosure *sc = &sd->closure[sd->num_closure];
@@ -70,7 +70,7 @@ __device_inline ShaderClosure *svm_node_closure_get_non_bsdf(ShaderData *sd, Clo
#endif
}
-__device_inline ShaderClosure *svm_node_closure_get_bsdf(ShaderData *sd, float mix_weight)
+ccl_device_inline ShaderClosure *svm_node_closure_get_bsdf(ShaderData *sd, float mix_weight)
{
#ifdef __MULTI_CLOSURE__
ShaderClosure *sc = &sd->closure[sd->num_closure];
@@ -93,7 +93,7 @@ __device_inline ShaderClosure *svm_node_closure_get_bsdf(ShaderData *sd, float m
#endif
}
-__device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, float randb, int path_flag, int *offset)
+ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, float randb, int path_flag, int *offset)
{
uint type, param1_offset, param2_offset;
@@ -456,7 +456,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
}
}
-__device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int path_flag)
+ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int path_flag)
{
uint type, param1_offset, param2_offset;
@@ -499,7 +499,7 @@ __device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float *
}
}
-__device void svm_node_closure_emission(ShaderData *sd, float *stack, uint4 node)
+ccl_device void svm_node_closure_emission(ShaderData *sd, float *stack, uint4 node)
{
#ifdef __MULTI_CLOSURE__
uint mix_weight_offset = node.y;
@@ -522,7 +522,7 @@ __device void svm_node_closure_emission(ShaderData *sd, float *stack, uint4 node
sd->flag |= SD_EMISSION;
}
-__device void svm_node_closure_background(ShaderData *sd, float *stack, uint4 node)
+ccl_device void svm_node_closure_background(ShaderData *sd, float *stack, uint4 node)
{
#ifdef __MULTI_CLOSURE__
uint mix_weight_offset = node.y;
@@ -543,7 +543,7 @@ __device void svm_node_closure_background(ShaderData *sd, float *stack, uint4 no
#endif
}
-__device void svm_node_closure_holdout(ShaderData *sd, float *stack, uint4 node)
+ccl_device void svm_node_closure_holdout(ShaderData *sd, float *stack, uint4 node)
{
#ifdef __MULTI_CLOSURE__
uint mix_weight_offset = node.y;
@@ -566,7 +566,7 @@ __device void svm_node_closure_holdout(ShaderData *sd, float *stack, uint4 node)
sd->flag |= SD_HOLDOUT;
}
-__device void svm_node_closure_ambient_occlusion(ShaderData *sd, float *stack, uint4 node)
+ccl_device void svm_node_closure_ambient_occlusion(ShaderData *sd, float *stack, uint4 node)
{
#ifdef __MULTI_CLOSURE__
uint mix_weight_offset = node.y;
@@ -591,7 +591,7 @@ __device void svm_node_closure_ambient_occlusion(ShaderData *sd, float *stack, u
/* Closure Nodes */
-__device_inline void svm_node_closure_store_weight(ShaderData *sd, float3 weight)
+ccl_device_inline void svm_node_closure_store_weight(ShaderData *sd, float3 weight)
{
#ifdef __MULTI_CLOSURE__
if(sd->num_closure < MAX_CLOSURE)
@@ -601,13 +601,13 @@ __device_inline void svm_node_closure_store_weight(ShaderData *sd, float3 weight
#endif
}
-__device void svm_node_closure_set_weight(ShaderData *sd, uint r, uint g, uint b)
+ccl_device void svm_node_closure_set_weight(ShaderData *sd, uint r, uint g, uint b)
{
float3 weight = make_float3(__uint_as_float(r), __uint_as_float(g), __uint_as_float(b));
svm_node_closure_store_weight(sd, weight);
}
-__device void svm_node_emission_set_weight_total(KernelGlobals *kg, ShaderData *sd, uint r, uint g, uint b)
+ccl_device void svm_node_emission_set_weight_total(KernelGlobals *kg, ShaderData *sd, uint r, uint g, uint b)
{
float3 weight = make_float3(__uint_as_float(r), __uint_as_float(g), __uint_as_float(b));
@@ -617,14 +617,14 @@ __device void svm_node_emission_set_weight_total(KernelGlobals *kg, ShaderData *
svm_node_closure_store_weight(sd, weight);
}
-__device void svm_node_closure_weight(ShaderData *sd, float *stack, uint weight_offset)
+ccl_device void svm_node_closure_weight(ShaderData *sd, float *stack, uint weight_offset)
{
float3 weight = stack_load_float3(stack, weight_offset);
svm_node_closure_store_weight(sd, weight);
}
-__device void svm_node_emission_weight(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
+ccl_device void svm_node_emission_weight(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
{
uint color_offset = node.y;
uint strength_offset = node.z;
@@ -639,7 +639,7 @@ __device void svm_node_emission_weight(KernelGlobals *kg, ShaderData *sd, float
svm_node_closure_store_weight(sd, weight);
}
-__device void svm_node_mix_closure(ShaderData *sd, float *stack,
+ccl_device void svm_node_mix_closure(ShaderData *sd, float *stack,
uint4 node, int *offset, float *randb)
{
#ifdef __MULTI_CLOSURE__
@@ -675,7 +675,7 @@ __device void svm_node_mix_closure(ShaderData *sd, float *stack,
#endif
}
-__device void svm_node_add_closure(ShaderData *sd, float *stack, uint unused,
+ccl_device void svm_node_add_closure(ShaderData *sd, float *stack, uint unused,
uint node_jump, int *offset, float *randb, float *closure_weight)
{
#ifdef __MULTI_CLOSURE__
@@ -699,7 +699,7 @@ __device void svm_node_add_closure(ShaderData *sd, float *stack, uint unused,
/* (Bump) normal */
-__device void svm_node_set_normal(KernelGlobals *kg, ShaderData *sd, float *stack, uint in_direction, uint out_normal)
+ccl_device void svm_node_set_normal(KernelGlobals *kg, ShaderData *sd, float *stack, uint in_direction, uint out_normal)
{
float3 normal = stack_load_float3(stack, in_direction);
sd->N = normal;