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Diffstat (limited to 'intern/cycles/kernel/bvh/bvh_util.h')
-rw-r--r--intern/cycles/kernel/bvh/bvh_util.h23
1 files changed, 13 insertions, 10 deletions
diff --git a/intern/cycles/kernel/bvh/bvh_util.h b/intern/cycles/kernel/bvh/bvh_util.h
index d143fe4aeab..fb546f568f3 100644
--- a/intern/cycles/kernel/bvh/bvh_util.h
+++ b/intern/cycles/kernel/bvh/bvh_util.h
@@ -88,7 +88,7 @@ ccl_device int intersections_compare(const void *a, const void *b)
#endif
#if defined(__SHADOW_RECORD_ALL__)
-ccl_device_inline void sort_intersections(Intersection *hits, uint num_hits)
+ccl_device_inline void sort_intersections(ccl_private Intersection *hits, uint num_hits)
{
kernel_assert(num_hits > 0);
@@ -115,8 +115,8 @@ ccl_device_inline void sort_intersections(Intersection *hits, uint num_hits)
/* For subsurface scattering, only sorting a small amount of intersections
* so bubble sort is fine for CPU and GPU. */
-ccl_device_inline void sort_intersections_and_normals(Intersection *hits,
- float3 *Ng,
+ccl_device_inline void sort_intersections_and_normals(ccl_private Intersection *hits,
+ ccl_private float3 *Ng,
uint num_hits)
{
bool swapped;
@@ -139,8 +139,9 @@ ccl_device_inline void sort_intersections_and_normals(Intersection *hits,
/* Utility to quickly get flags from an intersection. */
-ccl_device_forceinline int intersection_get_shader_flags(const KernelGlobals *ccl_restrict kg,
- const Intersection *ccl_restrict isect)
+ccl_device_forceinline int intersection_get_shader_flags(
+ ccl_global const KernelGlobals *ccl_restrict kg,
+ ccl_private const Intersection *ccl_restrict isect)
{
const int prim = isect->prim;
int shader = 0;
@@ -161,7 +162,7 @@ ccl_device_forceinline int intersection_get_shader_flags(const KernelGlobals *cc
}
ccl_device_forceinline int intersection_get_shader_from_isect_prim(
- const KernelGlobals *ccl_restrict kg, const int prim, const int isect_type)
+ ccl_global const KernelGlobals *ccl_restrict kg, const int prim, const int isect_type)
{
int shader = 0;
@@ -180,14 +181,16 @@ ccl_device_forceinline int intersection_get_shader_from_isect_prim(
return shader & SHADER_MASK;
}
-ccl_device_forceinline int intersection_get_shader(const KernelGlobals *ccl_restrict kg,
- const Intersection *ccl_restrict isect)
+ccl_device_forceinline int intersection_get_shader(ccl_global const KernelGlobals *ccl_restrict kg,
+ ccl_private const Intersection *ccl_restrict
+ isect)
{
return intersection_get_shader_from_isect_prim(kg, isect->prim, isect->type);
}
-ccl_device_forceinline int intersection_get_object_flags(const KernelGlobals *ccl_restrict kg,
- const Intersection *ccl_restrict isect)
+ccl_device_forceinline int intersection_get_object_flags(
+ ccl_global const KernelGlobals *ccl_restrict kg,
+ ccl_private const Intersection *ccl_restrict isect)
{
return kernel_tex_fetch(__object_flag, isect->object);
}