Commit: 8d7ddf0e9e84e5296cc9862638e30b2457ff644b
Author: Xavier Hallade
Date: Wed Jun 22 12:35:55 2022 +0200
Branches: cycles_oneapi
https://developer.blender.org/rB8d7ddf0e9e84e5296cc9862638e30b2457ff644b
Cycles oneAPI: keep forceinline change in primitive.h separate
impact on other backends needs to be verified
===================================================================
M intern/cycles/kernel/geom/primitive.h
===================================================================
diff --git a/intern/cycles/kernel/geom/primitive.h
b/intern/cycles/kernel/geom/primitive.h
index 0f1a3fc11bc..9b4b61fbd84 100644
--- a/intern/cycles/kernel/geom/primitive.h
+++ b/intern/cycles/kernel/geom/primitive.h
@@ -18,11 +18,11 @@ CCL_NAMESPACE_BEGIN
* attributes for performance, mainly for GPU performance to avoid bringing in
* heavy volume interpolation code. */
-ccl_device_forceinline float primitive_surface_attribute_float(KernelGlobals
kg,
- ccl_private
const ShaderData *sd,
- const
AttributeDescriptor desc,
- ccl_private
float *dx,
- ccl_private
float *dy)
+ccl_device_inline float primitive_surface_attribute_float(KernelGlobals kg,
+ ccl_private const
ShaderData *sd,
+ const
AttributeDescriptor desc,
+ ccl_private float
*dx,
+ ccl_private float
*dy)
{
if (sd->type & PRIMITIVE_TRIANGLE) {
if (subd_triangle_patch(kg, sd) == ~0)
@@ -49,11 +49,11 @@ ccl_device_forceinline float
primitive_surface_attribute_float(KernelGlobals kg,
}
}
-ccl_device_forceinline float2 primitive_surface_attribute_float2(KernelGlobals
kg,
- ccl_private
const ShaderData *sd,
- const
AttributeDescriptor desc,
- ccl_private
float2 *dx,
- ccl_private
float2 *dy)
+ccl_device_inline float2 primitive_surface_attribute_float2(KernelGlobals kg,
+ ccl_private const
ShaderData *sd,
+ const
AttributeDescriptor desc,
+ ccl_private float2
*dx,
+ ccl_private float2
*dy)
{
if (sd->type & PRIMITIVE_TRIANGLE) {
if (subd_triangle_patch(kg, sd) == ~0)
@@ -80,11 +80,11 @@ ccl_device_forceinline float2
primitive_surface_attribute_float2(KernelGlobals k
}
}
-ccl_device_forceinline float3 primitive_surface_attribute_float3(KernelGlobals
kg,
- ccl_private
const ShaderData *sd,
- const
AttributeDescriptor desc,
- ccl_private
float3 *dx,
- ccl_private
float3 *dy)
+ccl_device_inline float3 primitive_surface_attribute_float3(KernelGlobals kg,
+ ccl_private const
ShaderData *sd,
+ const
AttributeDescriptor desc,
+ ccl_private float3
*dx,
+ ccl_private float3
*dy)
{
if (sd->type & PRIMITIVE_TRIANGLE) {
if (subd_triangle_patch(kg, sd) == ~0)
@@ -149,15 +149,15 @@ ccl_device_forceinline float4
primitive_surface_attribute_float4(KernelGlobals k
* attributes for performance, mainly for GPU performance to avoid bringing in
* heavy volume interpolation code. */
-ccl_device_forceinline bool primitive_is_volume_attribute(ccl_private const
ShaderData *sd,
- const
AttributeDescriptor desc)
+ccl_device_inline bool primitive_is_volume_attribute(ccl_private const
ShaderData *sd,
+ const AttributeDescriptor
desc)
{
return sd->type == PRIMITIVE_VOLUME;
}
-ccl_device_forceinline float primitive_volume_attribute_float(KernelGlobals kg,
- ccl_private
const ShaderData *sd,
- const
AttributeDescriptor desc)
+ccl_device_inline float primitive_volume_attribute_float(KernelGlobals kg,
+ ccl_private const
ShaderData *sd,
+ const
AttributeDescriptor desc)
{
if (primitive_is_volume_attribute(sd, desc)) {
return volume_attribute_value_to_float(volume_attribute_float4(kg, sd,
desc));
@@ -167,9 +167,9 @@ ccl_device_forceinline float
primitive_volume_attribute_float(KernelGlobals kg,
}
}
-ccl_device_forceinline float3 primitive_volume_attribute_float3(KernelGlobals
kg,
- ccl_private
const ShaderData *sd,
- const
AttributeDescriptor desc)
+ccl_device_inline float3 primitive_volume_attribute_float3(KernelGlobals kg,
+ ccl_private const
ShaderData *sd,
+ const
AttributeDescriptor desc)
{
if (primitive_is_volume_attribute(sd, desc)) {
return volume_attribute_value_to_float3(volume_attribute_float4(kg, sd,
desc));
@@ -179,9 +179,9 @@ ccl_device_forceinline float3
primitive_volume_attribute_float3(KernelGlobals kg
}
}
-ccl_device_forceinline float4 primitive_volume_attribute_float4(KernelGlobals
kg,
- ccl_private
const ShaderData *sd,
- const
AttributeDescriptor desc)
+ccl_device_inline float4 primitive_volume_attribute_float4(KernelGlobals kg,
+ ccl_private const
ShaderData *sd,
+ const
AttributeDescriptor desc)
{
if (primitive_is_volume_attribute(sd, desc)) {
return volume_attribute_float4(kg, sd, desc);
@@ -194,7 +194,7 @@ ccl_device_forceinline float4
primitive_volume_attribute_float4(KernelGlobals kg
/* Default UV coordinate */
-ccl_device_forceinline float3 primitive_uv(KernelGlobals kg, ccl_private const
ShaderData *sd)
+ccl_device_inline float3 primitive_uv(KernelGlobals kg, ccl_private const
ShaderData *sd)
{
const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_UV);
@@ -262,8 +262,8 @@ ccl_device float3 primitive_tangent(KernelGlobals kg,
ccl_private ShaderData *sd
/* Motion vector for motion pass */
-ccl_device_forceinline float4 primitive_motion_vector(KernelGlobals kg,
- ccl_private const
ShaderData *sd)
+ccl_device_inline float4 primitive_motion_vector(KernelGlobals kg,
+ ccl_private const ShaderData
*sd)
{
/* center position */
float3 center;
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