diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_subsurface.h')
-rw-r--r-- | intern/cycles/kernel/kernel_subsurface.h | 14 |
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); |