Commit c8e8b637 by Bernhard Kerbl

Linux fix

parent bd2b368f
...@@ -26,12 +26,12 @@ __device__ constexpr float SH_C3[] = { ...@@ -26,12 +26,12 @@ __device__ constexpr float SH_C3[] = {
-0.5900435899266435f -0.5900435899266435f
}; };
__forceinline __device__ float ndc2Pix(float v, int S) __forceinline__ __device__ float ndc2Pix(float v, int S)
{ {
return ((v + 1.0) * S - 1.0) * 0.5; return ((v + 1.0) * S - 1.0) * 0.5;
} }
__forceinline __device__ void getRect(const float2 p, int max_radius, uint2& rect_min, uint2& rect_max, dim3 grid) __forceinline__ __device__ void getRect(const float2 p, int max_radius, uint2& rect_min, uint2& rect_max, dim3 grid)
{ {
rect_min = { rect_min = {
min(grid.x, max((int)0, (int)((p.x - max_radius) / BLOCK_X))), min(grid.x, max((int)0, (int)((p.x - max_radius) / BLOCK_X))),
...@@ -43,7 +43,7 @@ __forceinline __device__ void getRect(const float2 p, int max_radius, uint2& rec ...@@ -43,7 +43,7 @@ __forceinline __device__ void getRect(const float2 p, int max_radius, uint2& rec
}; };
} }
__forceinline __device__ float3 transformPoint4x3(const float3& p, const float* matrix) __forceinline__ __device__ float3 transformPoint4x3(const float3& p, const float* matrix)
{ {
float3 transformed = { float3 transformed = {
matrix[0] * p.x + matrix[4] * p.y + matrix[8] * p.z + matrix[12], matrix[0] * p.x + matrix[4] * p.y + matrix[8] * p.z + matrix[12],
...@@ -53,7 +53,7 @@ __forceinline __device__ float3 transformPoint4x3(const float3& p, const float* ...@@ -53,7 +53,7 @@ __forceinline __device__ float3 transformPoint4x3(const float3& p, const float*
return transformed; return transformed;
} }
__forceinline __device__ float4 transformPoint4x4(const float3& p, const float* matrix) __forceinline__ __device__ float4 transformPoint4x4(const float3& p, const float* matrix)
{ {
float4 transformed = { float4 transformed = {
matrix[0] * p.x + matrix[4] * p.y + matrix[8] * p.z + matrix[12], matrix[0] * p.x + matrix[4] * p.y + matrix[8] * p.z + matrix[12],
...@@ -64,7 +64,7 @@ __forceinline __device__ float4 transformPoint4x4(const float3& p, const float* ...@@ -64,7 +64,7 @@ __forceinline __device__ float4 transformPoint4x4(const float3& p, const float*
return transformed; return transformed;
} }
__forceinline __device__ float3 transformVec4x3(const float3& p, const float* matrix) __forceinline__ __device__ float3 transformVec4x3(const float3& p, const float* matrix)
{ {
float3 transformed = { float3 transformed = {
matrix[0] * p.x + matrix[4] * p.y + matrix[8] * p.z, matrix[0] * p.x + matrix[4] * p.y + matrix[8] * p.z,
...@@ -74,7 +74,7 @@ __forceinline __device__ float3 transformVec4x3(const float3& p, const float* ma ...@@ -74,7 +74,7 @@ __forceinline __device__ float3 transformVec4x3(const float3& p, const float* ma
return transformed; return transformed;
} }
__forceinline __device__ float3 transformVec4x3Transpose(const float3& p, const float* matrix) __forceinline__ __device__ float3 transformVec4x3Transpose(const float3& p, const float* matrix)
{ {
float3 transformed = { float3 transformed = {
matrix[0] * p.x + matrix[1] * p.y + matrix[2] * p.z, matrix[0] * p.x + matrix[1] * p.y + matrix[2] * p.z,
...@@ -84,7 +84,7 @@ __forceinline __device__ float3 transformVec4x3Transpose(const float3& p, const ...@@ -84,7 +84,7 @@ __forceinline __device__ float3 transformVec4x3Transpose(const float3& p, const
return transformed; return transformed;
} }
__forceinline __device__ float dnormvdz(float3 v, float3 dv) __forceinline__ __device__ float dnormvdz(float3 v, float3 dv)
{ {
float sum2 = v.x * v.x + v.y * v.y + v.z * v.z; float sum2 = v.x * v.x + v.y * v.y + v.z * v.z;
float invsum32 = 1.0f / sqrt(sum2 * sum2 * sum2); float invsum32 = 1.0f / sqrt(sum2 * sum2 * sum2);
...@@ -92,7 +92,7 @@ __forceinline __device__ float dnormvdz(float3 v, float3 dv) ...@@ -92,7 +92,7 @@ __forceinline __device__ float dnormvdz(float3 v, float3 dv)
return dnormvdz; return dnormvdz;
} }
__forceinline __device__ float3 dnormvdv(float3 v, float3 dv) __forceinline__ __device__ float3 dnormvdv(float3 v, float3 dv)
{ {
float sum2 = v.x * v.x + v.y * v.y + v.z * v.z; float sum2 = v.x * v.x + v.y * v.y + v.z * v.z;
float invsum32 = 1.0f / sqrt(sum2 * sum2 * sum2); float invsum32 = 1.0f / sqrt(sum2 * sum2 * sum2);
...@@ -104,7 +104,7 @@ __forceinline __device__ float3 dnormvdv(float3 v, float3 dv) ...@@ -104,7 +104,7 @@ __forceinline __device__ float3 dnormvdv(float3 v, float3 dv)
return dnormvdv; return dnormvdv;
} }
__forceinline __device__ float4 dnormvdv(float4 v, float4 dv) __forceinline__ __device__ float4 dnormvdv(float4 v, float4 dv)
{ {
float sum2 = v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w; float sum2 = v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w;
float invsum32 = 1.0f / sqrt(sum2 * sum2 * sum2); float invsum32 = 1.0f / sqrt(sum2 * sum2 * sum2);
...@@ -119,12 +119,12 @@ __forceinline __device__ float4 dnormvdv(float4 v, float4 dv) ...@@ -119,12 +119,12 @@ __forceinline __device__ float4 dnormvdv(float4 v, float4 dv)
return dnormvdv; return dnormvdv;
} }
__forceinline __device__ float sigmoid(float x) __forceinline__ __device__ float sigmoid(float x)
{ {
return 1.0f / (1.0f + expf(-x)); return 1.0f / (1.0f + expf(-x));
} }
__forceinline __device__ bool in_frustum(int idx, __forceinline__ __device__ bool in_frustum(int idx,
const float* orig_points, const float* orig_points,
const float* viewmatrix, const float* viewmatrix,
const float* projmatrix, const float* projmatrix,
......
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