diff --git a/build_files/buildbot/config/user-config-cuda-glibc211-i686.py b/build_files/buildbot/config/user-config-cuda-glibc211-i686.py index ae5cbac8cc7..580e67ee7e3 100644 --- a/build_files/buildbot/config/user-config-cuda-glibc211-i686.py +++ b/build_files/buildbot/config/user-config-cuda-glibc211-i686.py @@ -2,4 +2,5 @@ BF_BUILDDIR = '../blender-build/linux-glibc211-i686' BF_INSTALLDIR = '../blender-install/linux-glibc211-i686' 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 = [] diff --git a/intern/cycles/kernel/kernel_light.h b/intern/cycles/kernel/kernel_light.h index eb2d39d5020..24d4b01302c 100644 --- a/intern/cycles/kernel/kernel_light.h +++ b/intern/cycles/kernel/kernel_light.h @@ -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_noinline -#else -ccl_device -#endif -bool lamp_light_eval(KernelGlobals *kg, int lamp, float3 P, float3 D, float t, LightSample *ls) +ccl_device 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 data1 = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 1); diff --git a/intern/cycles/util/util_math.h b/intern/cycles/util/util_math.h index 97c93516496..7d6dfd34e0e 100644 --- a/intern/cycles/util/util_math.h +++ b/intern/cycles/util/util_math.h @@ -1447,14 +1447,9 @@ ccl_device bool ray_triangle_intersect_uv( return true; } -#if defined(__KERNEL_CUDA__) && (defined(i386) || defined(_M_IX86)) && (defined(__KERNEL_EXPERIMENTAL__) || __CUDA_ARCH__ == 500) -ccl_device_noinline -#else -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) +ccl_device 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 v1 = quad_P + quad_u*0.5f - quad_v*0.5f;