[Bf-blender-cvs] [7d03371] master: Cycles: Cleanup, make some comments easier to read on split editors
Sergey Sharybin
noreply at git.blender.org
Mon Apr 11 18:00:45 CEST 2016
Commit: 7d033717ad52bf92235e65224b6b3940de7ec473
Author: Sergey Sharybin
Date: Mon Apr 11 17:58:16 2016 +0200
Branches: master
https://developer.blender.org/rB7d033717ad52bf92235e65224b6b3940de7ec473
Cycles: Cleanup, make some comments easier to read on split editors
===================================================================
M intern/cycles/kernel/kernel_types.h
===================================================================
diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h
index 71fa4bb..cce4ded 100644
--- a/intern/cycles/kernel/kernel_types.h
+++ b/intern/cycles/kernel/kernel_types.h
@@ -829,7 +829,7 @@ typedef struct VolumeStack {
typedef struct PathState {
/* see enum PathRayFlag */
- int flag;
+ int flag;
/* random number generator state */
int rng_offset; /* dimension offset */
@@ -1178,34 +1178,50 @@ typedef ccl_addr_space struct DebugData {
/* Queue names */
enum QueueNumber {
- QUEUE_ACTIVE_AND_REGENERATED_RAYS = 0, /* All active rays and regenerated rays are enqueued here. */
- QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS = 1, /* All
- * 1. Background-hit rays,
- * 2. Rays that has exited path-iteration but needs to update output buffer
- * 3. Rays to be regenerated
- * are enqueued here.
- */
- QUEUE_SHADOW_RAY_CAST_AO_RAYS = 2, /* All rays for which a shadow ray should be cast to determine radiance
- * contribution for AO are enqueued here.
- */
- QUEUE_SHADOW_RAY_CAST_DL_RAYS = 3, /* All rays for which a shadow ray should be cast to determine radiance
- * contributing for direct lighting are enqueued here.
- */
+ /* All active rays and regenerated rays are enqueued here. */
+ QUEUE_ACTIVE_AND_REGENERATED_RAYS = 0,
+
+ /* All
+ * 1. Background-hit rays,
+ * 2. Rays that has exited path-iteration but needs to update output buffer
+ * 3. Rays to be regenerated
+ * are enqueued here.
+ */
+ QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS = 1,
+
+ /* All rays for which a shadow ray should be cast to determine radiance
+ * contribution for AO are enqueued here.
+ */
+ QUEUE_SHADOW_RAY_CAST_AO_RAYS = 2,
+
+ /* All rays for which a shadow ray should be cast to determine radiance
+ * contributing for direct lighting are enqueued here.
+ */
+ QUEUE_SHADOW_RAY_CAST_DL_RAYS = 3,
};
/* We use RAY_STATE_MASK to get ray_state (enums 0 to 5) */
#define RAY_STATE_MASK 0x007
#define RAY_FLAG_MASK 0x0F8
enum RayState {
- RAY_ACTIVE = 0, // Denotes ray is actively involved in path-iteration
- RAY_INACTIVE = 1, // Denotes ray has completed processing all samples and is inactive
- RAY_UPDATE_BUFFER = 2, // Denoted ray has exited path-iteration and needs to update output buffer
- RAY_HIT_BACKGROUND = 3, // Donotes ray has hit background
- RAY_TO_REGENERATE = 4, // Denotes ray has to be regenerated
- RAY_REGENERATED = 5, // Denotes ray has been regenerated
- RAY_SKIP_DL = 6, // Denotes ray should skip direct lighting
- RAY_SHADOW_RAY_CAST_AO = 16, // Flag's ray has to execute shadow blocked function in AO part
- RAY_SHADOW_RAY_CAST_DL = 32 // Flag's ray has to execute shadow blocked function in direct lighting part
+ /* Denotes ray is actively involved in path-iteration. */
+ RAY_ACTIVE = 0,
+ /* Denotes ray has completed processing all samples and is inactive. */
+ RAY_INACTIVE = 1,
+ /* Denoted ray has exited path-iteration and needs to update output buffer. */
+ RAY_UPDATE_BUFFER = 2,
+ /* Donotes ray has hit background */
+ RAY_HIT_BACKGROUND = 3,
+ /* Denotes ray has to be regenerated */
+ RAY_TO_REGENERATE = 4,
+ /* Denotes ray has been regenerated */
+ RAY_REGENERATED = 5,
+ /* Denotes ray should skip direct lighting */
+ RAY_SKIP_DL = 6,
+ /* Flag's ray has to execute shadow blocked function in AO part */
+ RAY_SHADOW_RAY_CAST_AO = 16,
+ /* Flag's ray has to execute shadow blocked function in direct lighting part. */
+ RAY_SHADOW_RAY_CAST_DL = 32,
};
#define ASSIGN_RAY_STATE(ray_state, ray_index, state) (ray_state[ray_index] = ((ray_state[ray_index] & RAY_FLAG_MASK) | state))
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