diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_shader.h')
-rw-r--r-- | intern/cycles/kernel/kernel_shader.h | 58 |
1 files changed, 29 insertions, 29 deletions
diff --git a/intern/cycles/kernel/kernel_shader.h b/intern/cycles/kernel/kernel_shader.h index 81630caed9a..77154ce3aef 100644 --- a/intern/cycles/kernel/kernel_shader.h +++ b/intern/cycles/kernel/kernel_shader.h @@ -36,7 +36,7 @@ CCL_NAMESPACE_BEGIN /* ShaderData setup from incoming ray */ #ifdef __OBJECT_MOTION__ -__device void shader_setup_object_transforms(KernelGlobals *kg, ShaderData *sd, float time) +ccl_device void shader_setup_object_transforms(KernelGlobals *kg, ShaderData *sd, float time) { if(sd->flag & SD_OBJECT_MOTION) { sd->ob_tfm = object_fetch_transform_motion(kg, sd->object, time); @@ -49,7 +49,7 @@ __device void shader_setup_object_transforms(KernelGlobals *kg, ShaderData *sd, } #endif -__device void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd, +ccl_device void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray, int bounce) { #ifdef __INSTANCING__ @@ -161,7 +161,7 @@ __device void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd, /* ShaderData setup from BSSRDF scatter */ #ifdef __SUBSURFACE__ -__device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderData *sd, +ccl_device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray) { bool backfacing = sd->flag & SD_BACKFACING; @@ -237,7 +237,7 @@ __device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderData /* ShaderData setup from position sampled on mesh */ -__device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd, +ccl_device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd, const float3 P, const float3 Ng, const float3 I, int shader, int object, int prim, float u, float v, float t, float time, int bounce, int segment) { @@ -357,7 +357,7 @@ __device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd, /* ShaderData setup for displacement */ -__device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd, +ccl_device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd, int object, int prim, float u, float v) { float3 P, Ng, I = make_float3(0.0f, 0.0f, 0.0f); @@ -376,7 +376,7 @@ __device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd, /* ShaderData setup from ray into background */ -__device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData *sd, const Ray *ray, int bounce) +ccl_device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData *sd, const Ray *ray, int bounce) { /* vectors */ sd->P = ray->D; @@ -426,7 +426,7 @@ __device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData #ifdef __MULTI_CLOSURE__ -__device_inline void _shader_bsdf_multi_eval(KernelGlobals *kg, const ShaderData *sd, const float3 omega_in, float *pdf, +ccl_device_inline void _shader_bsdf_multi_eval(KernelGlobals *kg, const ShaderData *sd, const float3 omega_in, float *pdf, int skip_bsdf, BsdfEval *result_eval, float sum_pdf, float sum_sample_weight) { /* this is the veach one-sample model with balance heuristic, some pdf @@ -455,7 +455,7 @@ __device_inline void _shader_bsdf_multi_eval(KernelGlobals *kg, const ShaderData #endif -__device void shader_bsdf_eval(KernelGlobals *kg, const ShaderData *sd, +ccl_device void shader_bsdf_eval(KernelGlobals *kg, const ShaderData *sd, const float3 omega_in, BsdfEval *eval, float *pdf) { #ifdef __MULTI_CLOSURE__ @@ -470,7 +470,7 @@ __device void shader_bsdf_eval(KernelGlobals *kg, const ShaderData *sd, #endif } -__device int shader_bsdf_sample(KernelGlobals *kg, const ShaderData *sd, +ccl_device int shader_bsdf_sample(KernelGlobals *kg, const ShaderData *sd, float randu, float randv, BsdfEval *bsdf_eval, float3 *omega_in, differential3 *domega_in, float *pdf) { @@ -534,7 +534,7 @@ __device int shader_bsdf_sample(KernelGlobals *kg, const ShaderData *sd, #endif } -__device int shader_bsdf_sample_closure(KernelGlobals *kg, const ShaderData *sd, +ccl_device int shader_bsdf_sample_closure(KernelGlobals *kg, const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, BsdfEval *bsdf_eval, float3 *omega_in, differential3 *domega_in, float *pdf) { @@ -550,7 +550,7 @@ __device int shader_bsdf_sample_closure(KernelGlobals *kg, const ShaderData *sd, return label; } -__device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughness) +ccl_device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughness) { #ifdef __MULTI_CLOSURE__ for(int i = 0; i< sd->num_closure; i++) { @@ -564,7 +564,7 @@ __device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughnes #endif } -__device float3 shader_bsdf_transparency(KernelGlobals *kg, ShaderData *sd) +ccl_device float3 shader_bsdf_transparency(KernelGlobals *kg, ShaderData *sd) { #ifdef __MULTI_CLOSURE__ float3 eval = make_float3(0.0f, 0.0f, 0.0f); @@ -585,7 +585,7 @@ __device float3 shader_bsdf_transparency(KernelGlobals *kg, ShaderData *sd) #endif } -__device float3 shader_bsdf_alpha(KernelGlobals *kg, ShaderData *sd) +ccl_device float3 shader_bsdf_alpha(KernelGlobals *kg, ShaderData *sd) { float3 alpha = make_float3(1.0f, 1.0f, 1.0f) - shader_bsdf_transparency(kg, sd); @@ -595,7 +595,7 @@ __device float3 shader_bsdf_alpha(KernelGlobals *kg, ShaderData *sd) return alpha; } -__device float3 shader_bsdf_diffuse(KernelGlobals *kg, ShaderData *sd) +ccl_device float3 shader_bsdf_diffuse(KernelGlobals *kg, ShaderData *sd) { #ifdef __MULTI_CLOSURE__ float3 eval = make_float3(0.0f, 0.0f, 0.0f); @@ -616,7 +616,7 @@ __device float3 shader_bsdf_diffuse(KernelGlobals *kg, ShaderData *sd) #endif } -__device float3 shader_bsdf_glossy(KernelGlobals *kg, ShaderData *sd) +ccl_device float3 shader_bsdf_glossy(KernelGlobals *kg, ShaderData *sd) { #ifdef __MULTI_CLOSURE__ float3 eval = make_float3(0.0f, 0.0f, 0.0f); @@ -637,7 +637,7 @@ __device float3 shader_bsdf_glossy(KernelGlobals *kg, ShaderData *sd) #endif } -__device float3 shader_bsdf_transmission(KernelGlobals *kg, ShaderData *sd) +ccl_device float3 shader_bsdf_transmission(KernelGlobals *kg, ShaderData *sd) { #ifdef __MULTI_CLOSURE__ float3 eval = make_float3(0.0f, 0.0f, 0.0f); @@ -658,7 +658,7 @@ __device float3 shader_bsdf_transmission(KernelGlobals *kg, ShaderData *sd) #endif } -__device float3 shader_bsdf_subsurface(KernelGlobals *kg, ShaderData *sd) +ccl_device float3 shader_bsdf_subsurface(KernelGlobals *kg, ShaderData *sd) { #ifdef __MULTI_CLOSURE__ float3 eval = make_float3(0.0f, 0.0f, 0.0f); @@ -679,7 +679,7 @@ __device float3 shader_bsdf_subsurface(KernelGlobals *kg, ShaderData *sd) #endif } -__device float3 shader_bsdf_ao(KernelGlobals *kg, ShaderData *sd, float ao_factor, float3 *N_) +ccl_device float3 shader_bsdf_ao(KernelGlobals *kg, ShaderData *sd, float ao_factor, float3 *N_) { #ifdef __MULTI_CLOSURE__ float3 eval = make_float3(0.0f, 0.0f, 0.0f); @@ -717,7 +717,7 @@ __device float3 shader_bsdf_ao(KernelGlobals *kg, ShaderData *sd, float ao_facto #endif } -__device float3 shader_bssrdf_sum(ShaderData *sd, float3 *N_, float *texture_blur_) +ccl_device float3 shader_bssrdf_sum(ShaderData *sd, float3 *N_, float *texture_blur_) { #ifdef __MULTI_CLOSURE__ float3 eval = make_float3(0.0f, 0.0f, 0.0f); @@ -762,7 +762,7 @@ __device float3 shader_bssrdf_sum(ShaderData *sd, float3 *N_, float *texture_blu /* Emission */ -__device float3 emissive_eval(KernelGlobals *kg, ShaderData *sd, ShaderClosure *sc) +ccl_device float3 emissive_eval(KernelGlobals *kg, ShaderData *sd, ShaderClosure *sc) { #ifdef __OSL__ if(kg->osl && sc->prim) @@ -772,7 +772,7 @@ __device float3 emissive_eval(KernelGlobals *kg, ShaderData *sd, ShaderClosure * return emissive_simple_eval(sd->Ng, sd->I); } -__device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd) +ccl_device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd) { float3 eval; #ifdef __MULTI_CLOSURE__ @@ -793,7 +793,7 @@ __device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd) /* Holdout */ -__device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd) +ccl_device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd) { #ifdef __MULTI_CLOSURE__ float3 weight = make_float3(0.0f, 0.0f, 0.0f); @@ -816,7 +816,7 @@ __device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd) /* Surface Evaluation */ -__device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd, +ccl_device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag, ShaderContext ctx) { #ifdef __OSL__ @@ -837,7 +837,7 @@ __device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd, /* Background Evaluation */ -__device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag, ShaderContext ctx) +ccl_device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag, ShaderContext ctx) { #ifdef __OSL__ if (kg->osl) @@ -875,7 +875,7 @@ __device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int pa /* Volume */ -__device float3 shader_volume_eval_phase(KernelGlobals *kg, ShaderData *sd, +ccl_device float3 shader_volume_eval_phase(KernelGlobals *kg, ShaderData *sd, float3 omega_in, float3 omega_out) { #ifdef __MULTI_CLOSURE__ @@ -896,7 +896,7 @@ __device float3 shader_volume_eval_phase(KernelGlobals *kg, ShaderData *sd, /* Volume Evaluation */ -__device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd, +ccl_device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag, ShaderContext ctx) { #ifdef __SVM__ @@ -911,7 +911,7 @@ __device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd, /* Displacement Evaluation */ -__device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd, ShaderContext ctx) +ccl_device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd, ShaderContext ctx) { /* this will modify sd->P */ #ifdef __SVM__ @@ -927,7 +927,7 @@ __device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd, Shader /* Transparent Shadows */ #ifdef __TRANSPARENT_SHADOWS__ -__device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect) +ccl_device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect) { int prim = kernel_tex_fetch(__prim_index, isect->prim); int shader = 0; @@ -953,7 +953,7 @@ __device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect) /* Merging */ #ifdef __BRANCHED_PATH__ -__device void shader_merge_closures(KernelGlobals *kg, ShaderData *sd) +ccl_device void shader_merge_closures(KernelGlobals *kg, ShaderData *sd) { /* merge identical closures, better when we sample a single closure at a time */ for(int i = 0; i < sd->num_closure; i++) { |