Inline some functions in examples
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@@ -70,9 +70,9 @@ static inline float Dot(const float3 a, const float3 b) {
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}
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static void generateRay(uniform const float raster2camera[4][4],
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uniform const float camera2world[4][4],
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float x, float y, reference Ray ray) {
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static inline void generateRay(uniform const float raster2camera[4][4],
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uniform const float camera2world[4][4],
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float x, float y, reference Ray ray) {
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ray.mint = 0.f;
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ray.maxt = 1e30f;
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@@ -177,8 +177,8 @@ static inline bool TriIntersect(const reference Triangle tri, reference Ray ray)
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}
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bool BVHIntersect(const LinearBVHNode nodes[], const Triangle tris[],
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reference Ray r) {
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static inline bool BVHIntersect(const LinearBVHNode nodes[], const Triangle tris[],
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reference Ray r) {
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Ray ray = r;
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bool hit = false;
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// Follow ray through BVH nodes to find primitive intersections
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@@ -226,15 +226,15 @@ bool BVHIntersect(const LinearBVHNode nodes[], const Triangle tris[],
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}
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static void raytrace_tile(uniform int x0, uniform int x1,
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uniform int y0, uniform int y1,
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uniform int width, uniform int height,
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uniform int baseWidth, uniform int baseHeight,
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const uniform float raster2camera[4][4],
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const uniform float camera2world[4][4],
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uniform float image[], uniform int id[],
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const LinearBVHNode nodes[],
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const Triangle triangles[]) {
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static inline void raytrace_tile(uniform int x0, uniform int x1,
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uniform int y0, uniform int y1,
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uniform int width, uniform int height,
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uniform int baseWidth, uniform int baseHeight,
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const uniform float raster2camera[4][4],
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const uniform float camera2world[4][4],
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uniform float image[], uniform int id[],
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const LinearBVHNode nodes[],
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const Triangle triangles[]) {
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uniform float widthScale = (float)(baseWidth) / (float)(width);
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uniform float heightScale = (float)(baseHeight) / (float)(height);
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@@ -32,7 +32,7 @@
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*/
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static void
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static inline void
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stencil_step(uniform int x0, uniform int x1,
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uniform int y0, uniform int y1,
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uniform int z0, uniform int z1,
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