Cleanup: Style in for loops header.
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parent
e245a57640
commit
e6f7f36e40
Notes:
blender-bot
2023-02-14 08:57:57 +01:00
Referenced by issue #45369, Temp-full screen layout kept saved without user "knowledge"; also giving troubles with layout navigation/ui freezing. Referenced by issue #45250, Snap to vertex with a single axis constraint does not work Referenced by issue #45224, Exporting screencast to H.264/MPEG-4 crashes
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@ -61,7 +61,7 @@ ccl_device_noinline void kernel_branched_path_surface_indirect_light(KernelGloba
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RNG *rng, ShaderData *sd, float3 throughput, float num_samples_adjust,
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PathState *state, PathRadiance *L)
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{
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for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
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for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
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const ShaderClosure *sc = &ccl_fetch(sd, closure)[i];
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if(!CLOSURE_IS_BSDF(sc->type))
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@ -113,7 +113,7 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
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Ray *ray,
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float3 throughput)
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{
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for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
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for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
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ShaderClosure *sc = &ccl_fetch(sd, closure)[i];
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if(!CLOSURE_IS_BSSRDF(sc->type))
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@ -494,7 +494,7 @@ ccl_device_inline void _shader_bsdf_multi_eval(KernelGlobals *kg, const ShaderDa
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{
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/* this is the veach one-sample model with balance heuristic, some pdf
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* factors drop out when using balance heuristic weighting */
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for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
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for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
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if(i == skip_bsdf)
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continue;
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@ -599,7 +599,7 @@ ccl_device int shader_bsdf_sample_closure(KernelGlobals *kg, const ShaderData *s
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ccl_device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughness)
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{
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for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
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for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
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ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
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if(CLOSURE_IS_BSDF(sc->type))
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@ -614,7 +614,7 @@ ccl_device float3 shader_bsdf_transparency(KernelGlobals *kg, ShaderData *sd)
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float3 eval = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
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for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
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ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
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if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) // todo: make this work for osl
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@ -638,7 +638,7 @@ ccl_device float3 shader_bsdf_diffuse(KernelGlobals *kg, ShaderData *sd)
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{
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float3 eval = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
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for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
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ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
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if(CLOSURE_IS_BSDF_DIFFUSE(sc->type))
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@ -652,7 +652,7 @@ ccl_device float3 shader_bsdf_glossy(KernelGlobals *kg, ShaderData *sd)
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{
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float3 eval = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
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for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
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ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
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if(CLOSURE_IS_BSDF_GLOSSY(sc->type))
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@ -666,7 +666,7 @@ ccl_device float3 shader_bsdf_transmission(KernelGlobals *kg, ShaderData *sd)
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{
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float3 eval = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
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for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
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ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
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if(CLOSURE_IS_BSDF_TRANSMISSION(sc->type))
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@ -680,7 +680,7 @@ ccl_device float3 shader_bsdf_subsurface(KernelGlobals *kg, ShaderData *sd)
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{
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float3 eval = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
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for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
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ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
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if(CLOSURE_IS_BSSRDF(sc->type) || CLOSURE_IS_BSDF_BSSRDF(sc->type))
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@ -695,7 +695,7 @@ ccl_device float3 shader_bsdf_ao(KernelGlobals *kg, ShaderData *sd, float ao_fac
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float3 eval = make_float3(0.0f, 0.0f, 0.0f);
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float3 N = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
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for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
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ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
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if(CLOSURE_IS_BSDF_DIFFUSE(sc->type)) {
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@ -723,7 +723,7 @@ ccl_device float3 shader_bssrdf_sum(ShaderData *sd, float3 *N_, float *texture_b
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float3 N = make_float3(0.0f, 0.0f, 0.0f);
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float texture_blur = 0.0f, weight_sum = 0.0f;
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for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
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for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
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ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
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if(CLOSURE_IS_BSSRDF(sc->type)) {
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@ -829,7 +829,7 @@ ccl_device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int
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float3 eval = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
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for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
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const ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
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if(CLOSURE_IS_BACKGROUND(sc->type))
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@ -850,7 +850,7 @@ ccl_device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int
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ccl_device_inline void _shader_volume_phase_multi_eval(const ShaderData *sd, const float3 omega_in, float *pdf,
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int skip_phase, BsdfEval *result_eval, float sum_pdf, float sum_sample_weight)
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{
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for(int i = 0; i< sd->num_closure; i++) {
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for(int i = 0; i < sd->num_closure; i++) {
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if(i == skip_phase)
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continue;
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