diff options
Diffstat (limited to 'intern/cycles/kernel/closure/bsdf_diffuse.h')
-rw-r--r-- | intern/cycles/kernel/closure/bsdf_diffuse.h | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/intern/cycles/kernel/closure/bsdf_diffuse.h b/intern/cycles/kernel/closure/bsdf_diffuse.h index 46318ecd138..949fe869549 100644 --- a/intern/cycles/kernel/closure/bsdf_diffuse.h +++ b/intern/cycles/kernel/closure/bsdf_diffuse.h @@ -37,17 +37,17 @@ CCL_NAMESPACE_BEGIN /* DIFFUSE */ -__device int bsdf_diffuse_setup(ShaderClosure *sc) +ccl_device int bsdf_diffuse_setup(ShaderClosure *sc) { sc->type = CLOSURE_BSDF_DIFFUSE_ID; return SD_BSDF|SD_BSDF_HAS_EVAL; } -__device void bsdf_diffuse_blur(ShaderClosure *sc, float roughness) +ccl_device void bsdf_diffuse_blur(ShaderClosure *sc, float roughness) { } -__device float3 bsdf_diffuse_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +ccl_device float3 bsdf_diffuse_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) { float3 N = sc->N; @@ -56,12 +56,12 @@ __device float3 bsdf_diffuse_eval_reflect(const ShaderClosure *sc, const float3 return make_float3(cos_pi, cos_pi, cos_pi); } -__device float3 bsdf_diffuse_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +ccl_device float3 bsdf_diffuse_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) { return make_float3(0.0f, 0.0f, 0.0f); } -__device int bsdf_diffuse_sample(const ShaderClosure *sc, float3 Ng, float3 I, float3 dIdx, float3 dIdy, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf) +ccl_device int bsdf_diffuse_sample(const ShaderClosure *sc, float3 Ng, float3 I, float3 dIdx, float3 dIdy, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf) { float3 N = sc->N; @@ -84,22 +84,22 @@ __device int bsdf_diffuse_sample(const ShaderClosure *sc, float3 Ng, float3 I, f /* TRANSLUCENT */ -__device int bsdf_translucent_setup(ShaderClosure *sc) +ccl_device int bsdf_translucent_setup(ShaderClosure *sc) { sc->type = CLOSURE_BSDF_TRANSLUCENT_ID; return SD_BSDF|SD_BSDF_HAS_EVAL; } -__device void bsdf_translucent_blur(ShaderClosure *sc, float roughness) +ccl_device void bsdf_translucent_blur(ShaderClosure *sc, float roughness) { } -__device float3 bsdf_translucent_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +ccl_device float3 bsdf_translucent_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) { return make_float3(0.0f, 0.0f, 0.0f); } -__device float3 bsdf_translucent_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +ccl_device float3 bsdf_translucent_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) { float3 N = sc->N; @@ -108,12 +108,12 @@ __device float3 bsdf_translucent_eval_transmit(const ShaderClosure *sc, const fl return make_float3 (cos_pi, cos_pi, cos_pi); } -__device float bsdf_translucent_albedo(const ShaderClosure *sc, const float3 I) +ccl_device float bsdf_translucent_albedo(const ShaderClosure *sc, const float3 I) { return 1.0f; } -__device int bsdf_translucent_sample(const ShaderClosure *sc, float3 Ng, float3 I, float3 dIdx, float3 dIdy, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf) +ccl_device int bsdf_translucent_sample(const ShaderClosure *sc, float3 Ng, float3 I, float3 dIdx, float3 dIdy, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf) { float3 N = sc->N; |