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Diffstat (limited to 'intern/cycles/kernel/kernel_subsurface.h')
-rw-r--r--intern/cycles/kernel/kernel_subsurface.h14
1 files changed, 7 insertions, 7 deletions
diff --git a/intern/cycles/kernel/kernel_subsurface.h b/intern/cycles/kernel/kernel_subsurface.h
index d16b9328bf2..2326ca18b55 100644
--- a/intern/cycles/kernel/kernel_subsurface.h
+++ b/intern/cycles/kernel/kernel_subsurface.h
@@ -25,7 +25,7 @@ CCL_NAMESPACE_BEGIN
#define BSSRDF_MULTI_EVAL
-__device ShaderClosure *subsurface_scatter_pick_closure(KernelGlobals *kg, ShaderData *sd, float *probability)
+ccl_device ShaderClosure *subsurface_scatter_pick_closure(KernelGlobals *kg, ShaderData *sd, float *probability)
{
/* sum sample weights of bssrdf and bsdf */
float bsdf_sum = 0.0f;
@@ -80,7 +80,7 @@ __device ShaderClosure *subsurface_scatter_pick_closure(KernelGlobals *kg, Shade
return NULL;
}
-__device float3 subsurface_scatter_eval(ShaderData *sd, ShaderClosure *sc, float disk_r, float r, bool all)
+ccl_device float3 subsurface_scatter_eval(ShaderData *sd, ShaderClosure *sc, float disk_r, float r, bool all)
{
#ifdef BSSRDF_MULTI_EVAL
/* this is the veach one-sample model with balance heuristic, some pdf
@@ -133,7 +133,7 @@ __device float3 subsurface_scatter_eval(ShaderData *sd, ShaderClosure *sc, float
}
/* replace closures with a single diffuse bsdf closure after scatter step */
-__device void subsurface_scatter_setup_diffuse_bsdf(ShaderData *sd, float3 weight, bool hit, float3 N)
+ccl_device void subsurface_scatter_setup_diffuse_bsdf(ShaderData *sd, float3 weight, bool hit, float3 N)
{
sd->flag &= ~SD_CLOSURE_FLAGS;
sd->randb_closure = 0.0f;
@@ -158,7 +158,7 @@ __device void subsurface_scatter_setup_diffuse_bsdf(ShaderData *sd, float3 weigh
}
/* optionally do blurring of color and/or bump mapping, at the cost of a shader evaluation */
-__device float3 subsurface_color_pow(float3 color, float exponent)
+ccl_device float3 subsurface_color_pow(float3 color, float exponent)
{
color = max(color, make_float3(0.0f, 0.0f, 0.0f));
@@ -179,7 +179,7 @@ __device float3 subsurface_color_pow(float3 color, float exponent)
return color;
}
-__device void subsurface_color_bump_blur(KernelGlobals *kg, ShaderData *out_sd, ShaderData *in_sd, int state_flag, float3 *eval, float3 *N)
+ccl_device void subsurface_color_bump_blur(KernelGlobals *kg, ShaderData *out_sd, ShaderData *in_sd, int state_flag, float3 *eval, float3 *N)
{
/* average color and texture blur at outgoing point */
float texture_blur;
@@ -207,7 +207,7 @@ __device void subsurface_color_bump_blur(KernelGlobals *kg, ShaderData *out_sd,
}
/* subsurface scattering step, from a point on the surface to other nearby points on the same object */
-__device int subsurface_scatter_multi_step(KernelGlobals *kg, ShaderData *sd, ShaderData bssrdf_sd[BSSRDF_MAX_HITS],
+ccl_device int subsurface_scatter_multi_step(KernelGlobals *kg, ShaderData *sd, ShaderData bssrdf_sd[BSSRDF_MAX_HITS],
int state_flag, ShaderClosure *sc, uint *lcg_state, float disk_u, float disk_v, bool all)
{
/* pick random axis in local frame and point on disk */
@@ -313,7 +313,7 @@ __device int subsurface_scatter_multi_step(KernelGlobals *kg, ShaderData *sd, Sh
}
/* subsurface scattering step, from a point on the surface to another nearby point on the same object */
-__device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd,
+ccl_device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd,
int state_flag, ShaderClosure *sc, uint *lcg_state, float disk_u, float disk_v, bool all)
{
float3 eval = make_float3(0.0f, 0.0f, 0.0f);