[Bf-blender-cvs] [d741aca08d5] cycles_oneapi: Cycles: make format on primitive.h
Xavier Hallade
noreply at git.blender.org
Mon May 30 18:29:00 CEST 2022
Commit: d741aca08d55331ce30d43c492ca5abd80e92462
Author: Xavier Hallade
Date: Mon May 30 15:21:23 2022 +0200
Branches: cycles_oneapi
https://developer.blender.org/rBd741aca08d55331ce30d43c492ca5abd80e92462
Cycles: make format on primitive.h
===================================================================
M intern/cycles/kernel/geom/primitive.h
===================================================================
diff --git a/intern/cycles/kernel/geom/primitive.h b/intern/cycles/kernel/geom/primitive.h
index 2bd99f0d221..0f1a3fc11bc 100644
--- a/intern/cycles/kernel/geom/primitive.h
+++ b/intern/cycles/kernel/geom/primitive.h
@@ -19,10 +19,10 @@ CCL_NAMESPACE_BEGIN
* heavy volume interpolation code. */
ccl_device_forceinline float primitive_surface_attribute_float(KernelGlobals kg,
- ccl_private const ShaderData *sd,
- const AttributeDescriptor desc,
- ccl_private float *dx,
- ccl_private float *dy)
+ ccl_private const ShaderData *sd,
+ const AttributeDescriptor desc,
+ ccl_private float *dx,
+ ccl_private float *dy)
{
if (sd->type & PRIMITIVE_TRIANGLE) {
if (subd_triangle_patch(kg, sd) == ~0)
@@ -50,10 +50,10 @@ ccl_device_forceinline float primitive_surface_attribute_float(KernelGlobals kg,
}
ccl_device_forceinline float2 primitive_surface_attribute_float2(KernelGlobals kg,
- ccl_private const ShaderData *sd,
- const AttributeDescriptor desc,
- ccl_private float2 *dx,
- ccl_private float2 *dy)
+ ccl_private const ShaderData *sd,
+ const AttributeDescriptor desc,
+ ccl_private float2 *dx,
+ ccl_private float2 *dy)
{
if (sd->type & PRIMITIVE_TRIANGLE) {
if (subd_triangle_patch(kg, sd) == ~0)
@@ -81,10 +81,10 @@ ccl_device_forceinline float2 primitive_surface_attribute_float2(KernelGlobals k
}
ccl_device_forceinline float3 primitive_surface_attribute_float3(KernelGlobals kg,
- ccl_private const ShaderData *sd,
- const AttributeDescriptor desc,
- ccl_private float3 *dx,
- ccl_private float3 *dy)
+ ccl_private const ShaderData *sd,
+ const AttributeDescriptor desc,
+ ccl_private float3 *dx,
+ ccl_private float3 *dy)
{
if (sd->type & PRIMITIVE_TRIANGLE) {
if (subd_triangle_patch(kg, sd) == ~0)
@@ -150,14 +150,14 @@ ccl_device_forceinline float4 primitive_surface_attribute_float4(KernelGlobals k
* heavy volume interpolation code. */
ccl_device_forceinline bool primitive_is_volume_attribute(ccl_private const ShaderData *sd,
- const AttributeDescriptor desc)
+ const AttributeDescriptor desc)
{
return sd->type == PRIMITIVE_VOLUME;
}
ccl_device_forceinline float primitive_volume_attribute_float(KernelGlobals kg,
- ccl_private const ShaderData *sd,
- const AttributeDescriptor desc)
+ ccl_private const ShaderData *sd,
+ const AttributeDescriptor desc)
{
if (primitive_is_volume_attribute(sd, desc)) {
return volume_attribute_value_to_float(volume_attribute_float4(kg, sd, desc));
@@ -168,8 +168,8 @@ ccl_device_forceinline float primitive_volume_attribute_float(KernelGlobals kg,
}
ccl_device_forceinline float3 primitive_volume_attribute_float3(KernelGlobals kg,
- ccl_private const ShaderData *sd,
- const AttributeDescriptor desc)
+ ccl_private const ShaderData *sd,
+ const AttributeDescriptor desc)
{
if (primitive_is_volume_attribute(sd, desc)) {
return volume_attribute_value_to_float3(volume_attribute_float4(kg, sd, desc));
@@ -180,8 +180,8 @@ ccl_device_forceinline float3 primitive_volume_attribute_float3(KernelGlobals kg
}
ccl_device_forceinline float4 primitive_volume_attribute_float4(KernelGlobals kg,
- ccl_private const ShaderData *sd,
- const AttributeDescriptor desc)
+ ccl_private const ShaderData *sd,
+ const AttributeDescriptor desc)
{
if (primitive_is_volume_attribute(sd, desc)) {
return volume_attribute_float4(kg, sd, desc);
@@ -263,7 +263,7 @@ ccl_device float3 primitive_tangent(KernelGlobals kg, ccl_private ShaderData *sd
/* Motion vector for motion pass */
ccl_device_forceinline float4 primitive_motion_vector(KernelGlobals kg,
- ccl_private const ShaderData *sd)
+ ccl_private const ShaderData *sd)
{
/* center position */
float3 center;
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