Cleanup: make format
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@ -247,10 +247,12 @@ ccl_device bool integrator_init_from_bake(KernelGlobals kg,
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const bool use_raytrace_kernel = (shader_flags & SD_HAS_RAYTRACE);
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if (use_caustics) {
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integrator_path_init_sorted(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE, shader_index);
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integrator_path_init_sorted(
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kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE, shader_index);
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}
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else if (use_raytrace_kernel) {
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integrator_path_init_sorted(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader_index);
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integrator_path_init_sorted(
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kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader_index);
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}
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else {
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integrator_path_init_sorted(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader_index);
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@ -171,7 +171,9 @@ ccl_device void integrator_intersect_shadow(KernelGlobals kg, IntegratorShadowSt
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*
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* TODO: could also write to render buffer directly if no transparent shadows?
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* Could save a kernel execution for the common case. */
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integrator_shadow_path_next(kg, state, DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW,
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integrator_shadow_path_next(kg,
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state,
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DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW,
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DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW);
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return;
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}
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@ -222,7 +222,9 @@ ccl_device void integrator_intersect_volume_stack(KernelGlobals kg, IntegratorSt
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}
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else {
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/* Volume stack init for camera rays, continue with intersection of camera ray. */
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integrator_path_next(kg, state, DEVICE_KERNEL_INTEGRATOR_INTERSECT_VOLUME_STACK,
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integrator_path_next(kg,
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state,
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DEVICE_KERNEL_INTEGRATOR_INTERSECT_VOLUME_STACK,
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DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST);
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}
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}
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@ -103,7 +103,9 @@ ccl_device void integrator_shade_light(KernelGlobals kg,
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return;
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}
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else {
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integrator_path_next(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT,
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integrator_path_next(kg,
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state,
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DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT,
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DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST);
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return;
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}
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@ -165,7 +165,9 @@ ccl_device void integrator_shade_shadow(KernelGlobals kg,
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if (shadow_intersections_has_remaining(num_hits)) {
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/* More intersections to find, continue shadow ray. */
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integrator_shadow_path_next(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW,
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integrator_shadow_path_next(kg,
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state,
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DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW,
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DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW);
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return;
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}
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@ -177,17 +177,23 @@ ccl_device_inline bool subsurface_scatter(KernelGlobals kg, IntegratorState stat
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const bool use_raytrace_kernel = (shader_flags & SD_HAS_RAYTRACE);
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if (use_caustics) {
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integrator_path_next_sorted(kg, state, DEVICE_KERNEL_INTEGRATOR_INTERSECT_SUBSURFACE,
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integrator_path_next_sorted(kg,
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state,
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DEVICE_KERNEL_INTEGRATOR_INTERSECT_SUBSURFACE,
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DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE,
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shader);
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}
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else if (use_raytrace_kernel) {
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integrator_path_next_sorted(kg, state, DEVICE_KERNEL_INTEGRATOR_INTERSECT_SUBSURFACE,
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integrator_path_next_sorted(kg,
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state,
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DEVICE_KERNEL_INTEGRATOR_INTERSECT_SUBSURFACE,
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DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE,
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shader);
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}
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else {
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integrator_path_next_sorted(kg, state, DEVICE_KERNEL_INTEGRATOR_INTERSECT_SUBSURFACE,
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integrator_path_next_sorted(kg,
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state,
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DEVICE_KERNEL_INTEGRATOR_INTERSECT_SUBSURFACE,
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DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE,
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shader);
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}
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