forked from bartvdbraak/blender
Cycles: Fix/workaround for wrong/noise render results with GCC6
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@ -85,16 +85,11 @@ ccl_device ShaderClosure *subsurface_scatter_pick_closure(KernelGlobals *kg, Sha
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return NULL;
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}
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#ifndef __KERNEL_GPU__
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ccl_device
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#else
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ccl_device_inline
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#endif
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float3 subsurface_scatter_eval(ShaderData *sd,
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ShaderClosure *sc,
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float disk_r,
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float r,
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bool all)
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ccl_device_noinline float3 subsurface_scatter_eval(ShaderData *sd,
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ShaderClosure *sc,
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float disk_r,
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float r,
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bool all)
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{
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#ifdef BSSRDF_MULTI_EVAL
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/* this is the veach one-sample model with balance heuristic, some pdf
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