Change some big functions from __device_inline to __device, which

makes CPU kernel compilation much faster when using MSVC.

Sideeffect of this change is that CPU rendering is few percent
faster now. CUDA rendering is the same speed.
This commit is contained in:
Sergey Sharybin 2013-01-14 17:30:20 +00:00
parent b27854bd47
commit 36f44c6e02
2 changed files with 3 additions and 3 deletions

@ -344,7 +344,7 @@ __device_inline void bvh_curve_intersect(KernelGlobals *kg, Intersection *isect,
}
#endif
__device_inline bool bvh_intersect(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect)
__device bool bvh_intersect(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect)
{
/* traversal stack in CUDA thread-local memory */
int traversalStack[BVH_STACK_SIZE];
@ -470,7 +470,7 @@ __device_inline bool bvh_intersect(KernelGlobals *kg, const Ray *ray, const uint
}
#ifdef __OBJECT_MOTION__
__device_inline bool bvh_intersect_motion(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect)
__device bool bvh_intersect_motion(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect)
{
/* traversal stack in CUDA thread-local memory */
int traversalStack[BVH_STACK_SIZE];

@ -53,7 +53,7 @@ __device_noinline void shader_setup_object_transforms(KernelGlobals *kg, ShaderD
}
#endif
__device_inline void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
__device void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
const Intersection *isect, const Ray *ray)
{
#ifdef __INSTANCING__