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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_musgrave.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_musgrave.h')
-rw-r--r--intern/cycles/kernel/svm/svm_musgrave.h14
1 files changed, 7 insertions, 7 deletions
diff --git a/intern/cycles/kernel/svm/svm_musgrave.h b/intern/cycles/kernel/svm/svm_musgrave.h
index 65dcf1a9f83..c67dc8297e4 100644
--- a/intern/cycles/kernel/svm/svm_musgrave.h
+++ b/intern/cycles/kernel/svm/svm_musgrave.h
@@ -25,7 +25,7 @@ CCL_NAMESPACE_BEGIN
* from "Texturing and Modelling: A procedural approach"
*/
-__device_noinline float noise_musgrave_fBm(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves)
+ccl_device_noinline float noise_musgrave_fBm(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves)
{
float rmd;
float value = 0.0f;
@@ -53,7 +53,7 @@ __device_noinline float noise_musgrave_fBm(float3 p, NodeNoiseBasis basis, float
* octaves: number of frequencies in the fBm
*/
-__device_noinline float noise_musgrave_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves)
+ccl_device_noinline float noise_musgrave_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves)
{
float rmd;
float value = 1.0f;
@@ -82,7 +82,7 @@ __device_noinline float noise_musgrave_multi_fractal(float3 p, NodeNoiseBasis ba
* offset: raises the terrain from `sea level'
*/
-__device_noinline float noise_musgrave_hetero_terrain(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset)
+ccl_device_noinline float noise_musgrave_hetero_terrain(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset)
{
float value, increment, rmd;
float pwHL = powf(lacunarity, -H);
@@ -117,7 +117,7 @@ __device_noinline float noise_musgrave_hetero_terrain(float3 p, NodeNoiseBasis b
* offset: raises the terrain from `sea level'
*/
-__device_noinline float noise_musgrave_hybrid_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset, float gain)
+ccl_device_noinline float noise_musgrave_hybrid_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset, float gain)
{
float result, signal, weight, rmd;
float pwHL = powf(lacunarity, -H);
@@ -154,7 +154,7 @@ __device_noinline float noise_musgrave_hybrid_multi_fractal(float3 p, NodeNoiseB
* offset: raises the terrain from `sea level'
*/
-__device_noinline float noise_musgrave_ridged_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset, float gain)
+ccl_device_noinline float noise_musgrave_ridged_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset, float gain)
{
float result, signal, weight;
float pwHL = powf(lacunarity, -H);
@@ -181,7 +181,7 @@ __device_noinline float noise_musgrave_ridged_multi_fractal(float3 p, NodeNoiseB
/* Shader */
-__device float svm_musgrave(NodeMusgraveType type, float dimension, float lacunarity, float octaves, float offset, float intensity, float gain, float scale, float3 p)
+ccl_device float svm_musgrave(NodeMusgraveType type, float dimension, float lacunarity, float octaves, float offset, float intensity, float gain, float scale, float3 p)
{
NodeNoiseBasis basis = NODE_NOISE_PERLIN;
p *= scale;
@@ -200,7 +200,7 @@ __device float svm_musgrave(NodeMusgraveType type, float dimension, float lacuna
return 0.0f;
}
-__device void svm_node_tex_musgrave(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
+ccl_device void svm_node_tex_musgrave(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
{
uint4 node2 = read_node(kg, offset);
uint4 node3 = read_node(kg, offset);