[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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