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https://github.com/mmp/pbrt-v4
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Merge pull request #464 from ditotechnologies/gpu-comment-fix
Update float.h "# else // GPU" comments
This commit is contained in:
commit
88645ffd6a
1 changed files with 10 additions and 10 deletions
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@ -203,7 +203,7 @@ inline PBRT_CPU_GPU Float AddRoundUp(Float a, Float b) {
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#else
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return __fadd_ru(a, b);
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#endif
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#else // GPU
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#else // CPU
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return NextFloatUp(a + b);
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#endif
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}
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@ -214,7 +214,7 @@ inline PBRT_CPU_GPU Float AddRoundDown(Float a, Float b) {
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#else
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return __fadd_rd(a, b);
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#endif
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#else // GPU
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#else // CPU
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return NextFloatDown(a + b);
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#endif
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}
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@ -233,7 +233,7 @@ inline PBRT_CPU_GPU Float MulRoundUp(Float a, Float b) {
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#else
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return __fmul_ru(a, b);
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#endif
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#else // GPU
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#else // CPU
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return NextFloatUp(a * b);
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#endif
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}
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@ -245,7 +245,7 @@ inline PBRT_CPU_GPU Float MulRoundDown(Float a, Float b) {
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#else
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return __fmul_rd(a, b);
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#endif
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#else // GPU
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#else // CPU
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return NextFloatDown(a * b);
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#endif
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}
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@ -257,7 +257,7 @@ inline PBRT_CPU_GPU Float DivRoundUp(Float a, Float b) {
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#else
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return __fdiv_ru(a, b);
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#endif
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#else // GPU
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#else // CPU
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return NextFloatUp(a / b);
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#endif
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}
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@ -269,7 +269,7 @@ inline PBRT_CPU_GPU Float DivRoundDown(Float a, Float b) {
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#else
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return __fdiv_rd(a, b);
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#endif
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#else // GPU
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#else // CPU
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return NextFloatDown(a / b);
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#endif
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}
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@ -281,7 +281,7 @@ inline PBRT_CPU_GPU Float SqrtRoundUp(Float a) {
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#else
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return __fsqrt_ru(a);
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#endif
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#else // GPU
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#else // CPU
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return NextFloatUp(std::sqrt(a));
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#endif
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}
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@ -293,7 +293,7 @@ inline PBRT_CPU_GPU Float SqrtRoundDown(Float a) {
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#else
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return __fsqrt_rd(a);
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#endif
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#else // GPU
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#else // CPU
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return std::max<Float>(0, NextFloatDown(std::sqrt(a)));
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#endif
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}
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@ -305,7 +305,7 @@ inline PBRT_CPU_GPU Float FMARoundUp(Float a, Float b, Float c) {
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#else
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return __fma_ru(a, b, c);
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#endif
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#else // GPU
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#else // CPU
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return NextFloatUp(FMA(a, b, c));
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#endif
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}
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@ -317,7 +317,7 @@ inline PBRT_CPU_GPU Float FMARoundDown(Float a, Float b, Float c) {
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#else
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return __fma_rd(a, b, c);
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#endif
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#else // GPU
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#else // CPU
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return NextFloatDown(FMA(a, b, c));
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#endif
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}
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