[Bf-blender-cvs] [da9d75a] cycles-ptex-49: Minor code cleanups for Ptex

Nicholas Bishop noreply at git.blender.org
Sat Feb 7 21:40:14 CET 2015


Commit: da9d75afc83c6e8519cf484c4d63713dae37ee9c
Author: Nicholas Bishop
Date:   Sat Feb 7 21:39:34 2015 +0100
Branches: cycles-ptex-49
https://developer.blender.org/rBda9d75afc83c6e8519cf484c4d63713dae37ee9c

Minor code cleanups for Ptex

===================================================================

M	extern/ptex/BPX_pack.h
M	intern/cycles/render/nodes.cpp
M	intern/cycles/util/util_types.h
M	source/blender/gpu/intern/gpu_codegen.c
M	source/blender/gpu/intern/gpu_material.c

===================================================================

diff --git a/extern/ptex/BPX_pack.h b/extern/ptex/BPX_pack.h
index f563a8e..11a0af2 100644
--- a/extern/ptex/BPX_pack.h
+++ b/extern/ptex/BPX_pack.h
@@ -7,8 +7,6 @@ extern "C"{
 
 /* BPX is short for Blender Ptex */
 
-/* TODO(nicholasbishop): merge some bits of bl_pack.h */
-
 /* TODO(nicholasbishop): more comments and organization */
 
 typedef struct BPXImageBuf BPXImageBuf;
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 4e9678e..b74cb87 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -255,14 +255,6 @@ void ImageTextureNode::compile(SVMCompiler& compiler)
 						  NODE_ATTR_FLOAT3);
 	}
 
-	if (ptex) {
-		// TODO
-		// int attr = compiler.attribute(ATTR_STD_PTEX_LAYER);
-		// compiler.stack_assign(out);
-		// compiler.add_node(attr_node, attr, out->stack_offset, NODE_ATTR_FLOAT3);
-		// slot = 
-	}
-
 	image_manager = compiler.image_manager;
 	if(is_float == -1) {
 		bool is_float_bool;
@@ -451,16 +443,8 @@ void PtexTextureNode::compile(SVMCompiler& compiler)
 	ShaderInput *vector_in = input("Vector");
 	ShaderOutput *color_out = output("Color");
 	ShaderOutput *alpha_out = output("Alpha");
-	int layer_attr_id = -1;
-	
 
-	{
-		// TODO
-		layer_attr_id = compiler.attribute(ptex_layer);
-		//compiler.stack_assign(layer_in);
-		// compiler.add_node(NODE_ATTR, attr, layer_in->stack_offset,
-		// 				  NODE_ATTR_FLOAT);
-	}
+	const int layer_attr_id = compiler.attribute(ptex_layer);
 
 	{
 		int attr = compiler.attribute(ATTR_STD_PTEX_UV);
@@ -471,21 +455,12 @@ void PtexTextureNode::compile(SVMCompiler& compiler)
 
 	image_manager = compiler.image_manager;
 
-	
-
-	// if(slot != -1 && is_float == -1) {
-	// 	bool is_float_bool;
-	// 	slot = image_manager->add_image(filename, builtin_data,
-	// 	                                animated, 0, is_float_bool, is_linear,
-	// 	                                interpolation, use_alpha);
-	// 	is_float = (int)is_float_bool;
-	// }
-
 	if(!color_out->links.empty())
 		compiler.stack_assign(color_out);
 	if(!alpha_out->links.empty())
 		compiler.stack_assign(alpha_out);
 
+	// TODO
 	if (true)
 	{
 		//if(slot != -1) {
diff --git a/intern/cycles/util/util_types.h b/intern/cycles/util/util_types.h
index 0951684..3ec8fd2 100644
--- a/intern/cycles/util/util_types.h
+++ b/intern/cycles/util/util_types.h
@@ -460,11 +460,7 @@ ccl_device_inline int4 make_int4(const float3& f)
 
 #endif
 
-// TODO
 typedef uint (*PtexRegions)[4];
-struct PtexRegion {
-	int x, y, width, height;
-};
 
 /* Interpolation types for textures
  * cuda also use texture space to store other objects */
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 553980d..8083788c 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -819,9 +819,7 @@ static void gpu_nodes_extract_dynamic_inputs(GPUPass *pass, ListBase *nodes)
 	GPU_shader_unbind();
 }
 
-void GPU_pass_bind(GPUPass *pass, double time, int mipmap,
-				   // TODO
-				   Object *ob)
+void GPU_pass_bind(GPUPass *pass, double time, int mipmap, Object *ob)
 {
 	GPUInput *input;
 	GPUShader *shader = pass->shader;
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 6995052..5de5dfe 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -280,7 +280,7 @@ bool GPU_lamp_override_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *m
 		return true;
 }
 
-void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], float camerafactors[4], bool scenelock, // TODO
+void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], float camerafactors[4], bool scenelock,
 					   Object *ob)
 {
 	if (material->pass) {




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