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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/svm/svm_tex_coord.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/svm/svm_tex_coord.h')
-rw-r--r--intern/cycles/kernel/svm/svm_tex_coord.h24
1 files changed, 12 insertions, 12 deletions
diff --git a/intern/cycles/kernel/svm/svm_tex_coord.h b/intern/cycles/kernel/svm/svm_tex_coord.h
index 276b6f26f5e..b39d6a3e009 100644
--- a/intern/cycles/kernel/svm/svm_tex_coord.h
+++ b/intern/cycles/kernel/svm/svm_tex_coord.h
@@ -99,12 +99,12 @@ ccl_device void svm_node_tex_coord(KernelGlobals *kg,
stack_store_float3(stack, out_offset, data);
}
-ccl_device_inline void svm_node_tex_coord_bump_dx(KernelGlobals *kg,
- ShaderData *sd,
- int path_flag,
- float *stack,
- uint4 node,
- int *offset)
+ccl_device void svm_node_tex_coord_bump_dx(KernelGlobals *kg,
+ ShaderData *sd,
+ int path_flag,
+ float *stack,
+ uint4 node,
+ int *offset)
{
#ifdef __RAY_DIFFERENTIALS__
float3 data;
@@ -184,12 +184,12 @@ ccl_device_inline void svm_node_tex_coord_bump_dx(KernelGlobals *kg,
#endif
}
-ccl_device_inline void svm_node_tex_coord_bump_dy(KernelGlobals *kg,
- ShaderData *sd,
- int path_flag,
- float *stack,
- uint4 node,
- int *offset)
+ccl_device void svm_node_tex_coord_bump_dy(KernelGlobals *kg,
+ ShaderData *sd,
+ int path_flag,
+ float *stack,
+ uint4 node,
+ int *offset)
{
#ifdef __RAY_DIFFERENTIALS__
float3 data;