[Bf-blender-cvs] [85a5fbf2ce] master: Cycles: Workaround incorrect SSS with CUDA toolkit 8.0.61
Sergey Sharybin
noreply at git.blender.org
Fri Mar 24 10:12:43 CET 2017
Commit: 85a5fbf2ce72213c0c908ab37d0ef5cf770e1e89
Author: Sergey Sharybin
Date: Fri Mar 24 10:08:18 2017 +0100
Branches: master
https://developer.blender.org/rB85a5fbf2ce72213c0c908ab37d0ef5cf770e1e89
Cycles: Workaround incorrect SSS with CUDA toolkit 8.0.61
===================================================================
M intern/cycles/kernel/bvh/bvh.h
M intern/cycles/kernel/kernel_subsurface.h
===================================================================
diff --git a/intern/cycles/kernel/bvh/bvh.h b/intern/cycles/kernel/bvh/bvh.h
index 321983c1ab..598e138dbe 100644
--- a/intern/cycles/kernel/bvh/bvh.h
+++ b/intern/cycles/kernel/bvh/bvh.h
@@ -202,8 +202,9 @@ ccl_device_intersect bool scene_intersect(KernelGlobals *kg,
}
#ifdef __SUBSURFACE__
+/* Note: ray is passed by value to work around a possible CUDA compiler bug. */
ccl_device_intersect void scene_intersect_subsurface(KernelGlobals *kg,
- const Ray *ray,
+ const Ray ray,
SubsurfaceIntersection *ss_isect,
int subsurface_object,
uint *lcg_state,
@@ -212,7 +213,7 @@ ccl_device_intersect void scene_intersect_subsurface(KernelGlobals *kg,
#ifdef __OBJECT_MOTION__
if(kernel_data.bvh.have_motion) {
return bvh_intersect_subsurface_motion(kg,
- ray,
+ &ray,
ss_isect,
subsurface_object,
lcg_state,
@@ -220,7 +221,7 @@ ccl_device_intersect void scene_intersect_subsurface(KernelGlobals *kg,
}
#endif /* __OBJECT_MOTION__ */
return bvh_intersect_subsurface(kg,
- ray,
+ &ray,
ss_isect,
subsurface_object,
lcg_state,
diff --git a/intern/cycles/kernel/kernel_subsurface.h b/intern/cycles/kernel/kernel_subsurface.h
index fe88ba4ff0..64d240d779 100644
--- a/intern/cycles/kernel/kernel_subsurface.h
+++ b/intern/cycles/kernel/kernel_subsurface.h
@@ -293,7 +293,7 @@ ccl_device_inline int subsurface_scatter_multi_intersect(
/* intersect with the same object. if multiple intersections are found it
* will use at most BSSRDF_MAX_HITS hits, a random subset of all hits */
scene_intersect_subsurface(kg,
- ray,
+ *ray,
ss_isect,
sd->object,
lcg_state,
@@ -448,7 +448,7 @@ ccl_device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, PathS
/* intersect with the same object. if multiple intersections are
* found it will randomly pick one of them */
SubsurfaceIntersection ss_isect;
- scene_intersect_subsurface(kg, &ray, &ss_isect, sd->object, lcg_state, 1);
+ scene_intersect_subsurface(kg, ray, &ss_isect, sd->object, lcg_state, 1);
/* evaluate bssrdf */
if(ss_isect.num_hits > 0) {
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