Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'intern/cycles/kernel/svm/svm_musgrave.h')
-rw-r--r--intern/cycles/kernel/svm/svm_musgrave.h14
1 files changed, 7 insertions, 7 deletions
diff --git a/intern/cycles/kernel/svm/svm_musgrave.h b/intern/cycles/kernel/svm/svm_musgrave.h
index 65dcf1a9f83..c67dc8297e4 100644
--- a/intern/cycles/kernel/svm/svm_musgrave.h
+++ b/intern/cycles/kernel/svm/svm_musgrave.h
@@ -25,7 +25,7 @@ CCL_NAMESPACE_BEGIN
* from "Texturing and Modelling: A procedural approach"
*/
-__device_noinline float noise_musgrave_fBm(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves)
+ccl_device_noinline float noise_musgrave_fBm(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves)
{
float rmd;
float value = 0.0f;
@@ -53,7 +53,7 @@ __device_noinline float noise_musgrave_fBm(float3 p, NodeNoiseBasis basis, float
* octaves: number of frequencies in the fBm
*/
-__device_noinline float noise_musgrave_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves)
+ccl_device_noinline float noise_musgrave_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves)
{
float rmd;
float value = 1.0f;
@@ -82,7 +82,7 @@ __device_noinline float noise_musgrave_multi_fractal(float3 p, NodeNoiseBasis ba
* offset: raises the terrain from `sea level'
*/
-__device_noinline float noise_musgrave_hetero_terrain(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset)
+ccl_device_noinline float noise_musgrave_hetero_terrain(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset)
{
float value, increment, rmd;
float pwHL = powf(lacunarity, -H);
@@ -117,7 +117,7 @@ __device_noinline float noise_musgrave_hetero_terrain(float3 p, NodeNoiseBasis b
* offset: raises the terrain from `sea level'
*/
-__device_noinline float noise_musgrave_hybrid_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset, float gain)
+ccl_device_noinline float noise_musgrave_hybrid_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset, float gain)
{
float result, signal, weight, rmd;
float pwHL = powf(lacunarity, -H);
@@ -154,7 +154,7 @@ __device_noinline float noise_musgrave_hybrid_multi_fractal(float3 p, NodeNoiseB
* offset: raises the terrain from `sea level'
*/
-__device_noinline float noise_musgrave_ridged_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset, float gain)
+ccl_device_noinline float noise_musgrave_ridged_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset, float gain)
{
float result, signal, weight;
float pwHL = powf(lacunarity, -H);
@@ -181,7 +181,7 @@ __device_noinline float noise_musgrave_ridged_multi_fractal(float3 p, NodeNoiseB
/* Shader */
-__device float svm_musgrave(NodeMusgraveType type, float dimension, float lacunarity, float octaves, float offset, float intensity, float gain, float scale, float3 p)
+ccl_device float svm_musgrave(NodeMusgraveType type, float dimension, float lacunarity, float octaves, float offset, float intensity, float gain, float scale, float3 p)
{
NodeNoiseBasis basis = NODE_NOISE_PERLIN;
p *= scale;
@@ -200,7 +200,7 @@ __device float svm_musgrave(NodeMusgraveType type, float dimension, float lacuna
return 0.0f;
}
-__device void svm_node_tex_musgrave(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
+ccl_device void svm_node_tex_musgrave(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
{
uint4 node2 = read_node(kg, offset);
uint4 node3 = read_node(kg, offset);