Cycles: Remove 32bit cuda workaroudn and disable cubins for buildbot

Recent changes to kernel broke compilation of the kernels again, need some
other kind of solution for this issue.

Don't have much time for this currently, but will be addressed before the
release.

Meanwhile it's better to have some buildbot builds instead of totally failing
one.
This commit is contained in:
Sergey Sharybin 2015-08-04 18:50:37 +02:00
parent 8bd425188c
commit c18e6fd87c
3 changed files with 6 additions and 15 deletions

@ -2,4 +2,5 @@ BF_BUILDDIR = '../blender-build/linux-glibc211-i686'
BF_INSTALLDIR = '../blender-install/linux-glibc211-i686' BF_INSTALLDIR = '../blender-install/linux-glibc211-i686'
BF_NUMJOBS = 1 BF_NUMJOBS = 1
BF_CYCLES_CUDA_BINARIES_ARCH = ['sm_20', 'sm_21', 'sm_30', 'sm_35', 'sm_50', 'sm_52'] #BF_CYCLES_CUDA_BINARIES_ARCH = ['sm_20', 'sm_21', 'sm_30', 'sm_35', 'sm_50', 'sm_52']
BF_CYCLES_CUDA_BINARIES_ARCH = []

@ -620,12 +620,7 @@ ccl_device void lamp_light_sample(KernelGlobals *kg, int lamp,
} }
} }
#if defined(__KERNEL_CUDA__) && (defined(i386) || defined(_M_IX86)) ccl_device bool lamp_light_eval(KernelGlobals *kg, int lamp, float3 P, float3 D, float t, LightSample *ls)
ccl_device_noinline
#else
ccl_device
#endif
bool lamp_light_eval(KernelGlobals *kg, int lamp, float3 P, float3 D, float t, LightSample *ls)
{ {
float4 data0 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 0); float4 data0 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 0);
float4 data1 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 1); float4 data1 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 1);

@ -1447,14 +1447,9 @@ ccl_device bool ray_triangle_intersect_uv(
return true; return true;
} }
#if defined(__KERNEL_CUDA__) && (defined(i386) || defined(_M_IX86)) && (defined(__KERNEL_EXPERIMENTAL__) || __CUDA_ARCH__ == 500) ccl_device bool ray_quad_intersect(float3 ray_P, float3 ray_D, float ray_t,
ccl_device_noinline float3 quad_P, float3 quad_u, float3 quad_v,
#else float3 *isect_P, float *isect_t)
ccl_device
#endif
bool ray_quad_intersect(float3 ray_P, float3 ray_D, float ray_t,
float3 quad_P, float3 quad_u, float3 quad_v,
float3 *isect_P, float *isect_t)
{ {
float3 v0 = quad_P - quad_u*0.5f - quad_v*0.5f; float3 v0 = quad_P - quad_u*0.5f - quad_v*0.5f;
float3 v1 = quad_P + quad_u*0.5f - quad_v*0.5f; float3 v1 = quad_P + quad_u*0.5f - quad_v*0.5f;