Cycles: Use special _auto versions of transform function in motion blur code
Doing this as a separate commit so it's easier to revert in the future, once OpenCL 2.0 is becoming our requirement.
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@@ -123,7 +123,7 @@ ccl_device_inline Transform object_fetch_transform_motion_test(KernelGlobals *kg
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ccl_device_inline void object_position_transform(KernelGlobals *kg, const ShaderData *sd, float3 *P)
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{
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#ifdef __OBJECT_MOTION__
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*P = transform_point(&ccl_fetch(sd, ob_tfm), *P);
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*P = transform_point_auto(&ccl_fetch(sd, ob_tfm), *P);
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#else
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Transform tfm = object_fetch_transform(kg, ccl_fetch(sd, object), OBJECT_TRANSFORM);
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*P = transform_point(&tfm, *P);
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@@ -135,7 +135,7 @@ ccl_device_inline void object_position_transform(KernelGlobals *kg, const Shader
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ccl_device_inline void object_inverse_position_transform(KernelGlobals *kg, const ShaderData *sd, float3 *P)
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{
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#ifdef __OBJECT_MOTION__
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*P = transform_point(&ccl_fetch(sd, ob_itfm), *P);
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*P = transform_point_auto(&ccl_fetch(sd, ob_itfm), *P);
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#else
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Transform tfm = object_fetch_transform(kg, ccl_fetch(sd, object), OBJECT_INVERSE_TRANSFORM);
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*P = transform_point(&tfm, *P);
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@@ -147,7 +147,7 @@ ccl_device_inline void object_inverse_position_transform(KernelGlobals *kg, cons
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ccl_device_inline void object_inverse_normal_transform(KernelGlobals *kg, const ShaderData *sd, float3 *N)
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{
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#ifdef __OBJECT_MOTION__
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*N = normalize(transform_direction_transposed(&ccl_fetch(sd, ob_tfm), *N));
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*N = normalize(transform_direction_transposed_auto(&ccl_fetch(sd, ob_tfm), *N));
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#else
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Transform tfm = object_fetch_transform(kg, ccl_fetch(sd, object), OBJECT_TRANSFORM);
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*N = normalize(transform_direction_transposed(&tfm, *N));
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@@ -159,7 +159,7 @@ ccl_device_inline void object_inverse_normal_transform(KernelGlobals *kg, const
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ccl_device_inline void object_normal_transform(KernelGlobals *kg, const ShaderData *sd, float3 *N)
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{
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#ifdef __OBJECT_MOTION__
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*N = normalize(transform_direction_transposed(&ccl_fetch(sd, ob_itfm), *N));
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*N = normalize(transform_direction_transposed_auto(&ccl_fetch(sd, ob_itfm), *N));
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#else
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Transform tfm = object_fetch_transform(kg, ccl_fetch(sd, object), OBJECT_INVERSE_TRANSFORM);
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*N = normalize(transform_direction_transposed(&tfm, *N));
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@@ -171,7 +171,7 @@ ccl_device_inline void object_normal_transform(KernelGlobals *kg, const ShaderDa
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ccl_device_inline void object_dir_transform(KernelGlobals *kg, const ShaderData *sd, float3 *D)
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{
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#ifdef __OBJECT_MOTION__
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*D = transform_direction(&ccl_fetch(sd, ob_tfm), *D);
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*D = transform_direction_auto(&ccl_fetch(sd, ob_tfm), *D);
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#else
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Transform tfm = object_fetch_transform(kg, ccl_fetch(sd, object), OBJECT_TRANSFORM);
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*D = transform_direction(&tfm, *D);
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@@ -183,7 +183,7 @@ ccl_device_inline void object_dir_transform(KernelGlobals *kg, const ShaderData
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ccl_device_inline void object_inverse_dir_transform(KernelGlobals *kg, const ShaderData *sd, float3 *D)
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{
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#ifdef __OBJECT_MOTION__
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*D = transform_direction(&ccl_fetch(sd, ob_itfm), *D);
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*D = transform_direction_auto(&ccl_fetch(sd, ob_itfm), *D);
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#else
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Transform tfm = object_fetch_transform(kg, ccl_fetch(sd, object), OBJECT_INVERSE_TRANSFORM);
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*D = transform_direction(&tfm, *D);
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