[Bf-blender-cvs] [968e01d] master: Cycles: Cleanup, variable names

Sergey Sharybin noreply at git.blender.org
Mon Dec 12 12:12:25 CET 2016


Commit: 968e01d4072459dbb5587cb44f342280e057394d
Author: Sergey Sharybin
Date:   Mon Dec 12 12:10:37 2016 +0100
Branches: master
https://developer.blender.org/rB968e01d4072459dbb5587cb44f342280e057394d

Cycles: Cleanup, variable names

Use underscore again and also solve confusing part then in BVH smae
thing is called prim_addr but in intersection funcitons it was called
triAddr.

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

M	intern/cycles/kernel/geom/geom_motion_triangle.h
M	intern/cycles/kernel/geom/geom_triangle_intersect.h

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

diff --git a/intern/cycles/kernel/geom/geom_motion_triangle.h b/intern/cycles/kernel/geom/geom_motion_triangle.h
index 3cbe59a..538c332 100644
--- a/intern/cycles/kernel/geom/geom_motion_triangle.h
+++ b/intern/cycles/kernel/geom/geom_motion_triangle.h
@@ -323,11 +323,11 @@ ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals *kg, ShaderD
  * time and do a ray intersection with the resulting triangle */
 
 ccl_device_inline bool motion_triangle_intersect(KernelGlobals *kg, Intersection *isect,
-	float3 P, float3 dir, float time, uint visibility, int object, int triAddr)
+	float3 P, float3 dir, float time, uint visibility, int object, int prim_addr)
 {
 	/* primitive index for vertex location lookup */
-	int prim = kernel_tex_fetch(__prim_index, triAddr);
-	int fobject = (object == OBJECT_NONE)? kernel_tex_fetch(__prim_object, triAddr): object;
+	int prim = kernel_tex_fetch(__prim_index, prim_addr);
+	int fobject = (object == OBJECT_NONE)? kernel_tex_fetch(__prim_object, prim_addr): object;
 
 	/* get vertex locations for intersection */
 	float3 verts[3];
@@ -340,13 +340,13 @@ ccl_device_inline bool motion_triangle_intersect(KernelGlobals *kg, Intersection
 #ifdef __VISIBILITY_FLAG__
 		/* visibility flag test. we do it here under the assumption
 		 * that most triangles are culled by node flags */
-		if(kernel_tex_fetch(__prim_visibility, triAddr) & visibility)
+		if(kernel_tex_fetch(__prim_visibility, prim_addr) & visibility)
 #endif
 		{
 			isect->t = t;
 			isect->u = u;
 			isect->v = v;
-			isect->prim = triAddr;
+			isect->prim = prim_addr;
 			isect->object = object;
 			isect->type = PRIMITIVE_MOTION_TRIANGLE;
 		
@@ -369,14 +369,14 @@ ccl_device_inline void motion_triangle_intersect_subsurface(
         float3 dir,
         float time,
         int object,
-        int triAddr,
+        int prim_addr,
         float tmax,
         uint *lcg_state,
         int max_hits)
 {
 	/* primitive index for vertex location lookup */
-	int prim = kernel_tex_fetch(__prim_index, triAddr);
-	int fobject = (object == OBJECT_NONE)? kernel_tex_fetch(__prim_object, triAddr): object;
+	int prim = kernel_tex_fetch(__prim_index, prim_addr);
+	int fobject = (object == OBJECT_NONE)? kernel_tex_fetch(__prim_object, prim_addr): object;
 
 	/* get vertex locations for intersection */
 	float3 verts[3];
@@ -413,7 +413,7 @@ ccl_device_inline void motion_triangle_intersect_subsurface(
 		isect->t = t;
 		isect->u = u;
 		isect->v = v;
-		isect->prim = triAddr;
+		isect->prim = prim_addr;
 		isect->object = object;
 		isect->type = PRIMITIVE_MOTION_TRIANGLE;
 
diff --git a/intern/cycles/kernel/geom/geom_triangle_intersect.h b/intern/cycles/kernel/geom/geom_triangle_intersect.h
index 8cd1b1a..4db121d 100644
--- a/intern/cycles/kernel/geom/geom_triangle_intersect.h
+++ b/intern/cycles/kernel/geom/geom_triangle_intersect.h
@@ -108,7 +108,7 @@ ccl_device_inline bool triangle_intersect(KernelGlobals *kg,
                                           float3 P,
                                           uint visibility,
                                           int object,
-                                          int triAddr)
+                                          int prim_addr)
 {
 	const int kx = isect_precalc->kx;
 	const int ky = isect_precalc->ky;
@@ -118,7 +118,7 @@ ccl_device_inline bool triangle_intersect(KernelGlobals *kg,
 	const float Sz = isect_precalc->Sz;
 
 	/* Calculate vertices relative to ray origin. */
-	const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, triAddr);
+	const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr);
 
 #if defined(__KERNEL_AVX2__) && defined(__KERNEL_SSE__)
 	const avxf avxf_P(P.m128, P.m128);
@@ -231,7 +231,7 @@ ccl_device_inline bool triangle_intersect(KernelGlobals *kg,
 #ifdef __VISIBILITY_FLAG__
 	/* visibility flag test. we do it here under the assumption
 	 * that most triangles are culled by node flags */
-	if(kernel_tex_fetch(__prim_visibility, triAddr) & visibility)
+	if(kernel_tex_fetch(__prim_visibility, prim_addr) & visibility)
 #endif
 	{
 #ifdef __KERNEL_CUDA__
@@ -241,7 +241,7 @@ ccl_device_inline bool triangle_intersect(KernelGlobals *kg,
 #endif
 		/* Normalize U, V, W, and T. */
 		const float inv_det = 1.0f / det;
-		isect->prim = triAddr;
+		isect->prim = prim_addr;
 		isect->object = object;
 		isect->type = PRIMITIVE_TRIANGLE;
 		isect->u = U * inv_det;
@@ -264,7 +264,7 @@ ccl_device_inline void triangle_intersect_subsurface(
         SubsurfaceIntersection *ss_isect,
         float3 P,
         int object,
-        int triAddr,
+        int prim_addr,
         float tmax,
         uint *lcg_state,
         int max_hits)
@@ -277,7 +277,7 @@ ccl_device_inline void triangle_intersect_subsurface(
 	const float Sz = isect_precalc->Sz;
 
 	/* Calculate vertices relative to ray origin. */
-	const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, triAddr);
+	const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr);
 	const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex+0),
 	             tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex+1),
 	             tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex+2);
@@ -415,7 +415,7 @@ ccl_device_inline void triangle_intersect_subsurface(
 
 	/* record intersection */
 	Intersection *isect = &ss_isect->hits[hit];
-	isect->prim = triAddr;
+	isect->prim = prim_addr;
 	isect->object = object;
 	isect->type = PRIMITIVE_TRIANGLE;
 	isect->u = U * inv_det;




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