ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
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@@ -18,48 +18,50 @@ CCL_NAMESPACE_BEGIN
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ccl_device void kernel_indirect_background(KernelGlobals *kg)
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{
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ccl_global char *ray_state = kernel_split_state.ray_state;
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ccl_global char *ray_state = kernel_split_state.ray_state;
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int thread_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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int ray_index;
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int thread_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
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int ray_index;
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if(kernel_data.integrator.ao_bounces != INT_MAX) {
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ray_index = get_ray_index(kg, thread_index,
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QUEUE_ACTIVE_AND_REGENERATED_RAYS,
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kernel_split_state.queue_data,
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kernel_split_params.queue_size,
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0);
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if (kernel_data.integrator.ao_bounces != INT_MAX) {
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ray_index = get_ray_index(kg,
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thread_index,
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QUEUE_ACTIVE_AND_REGENERATED_RAYS,
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kernel_split_state.queue_data,
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kernel_split_params.queue_size,
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0);
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if(ray_index != QUEUE_EMPTY_SLOT) {
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if(IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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if(path_state_ao_bounce(kg, state)) {
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kernel_split_path_end(kg, ray_index);
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}
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}
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}
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}
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if (ray_index != QUEUE_EMPTY_SLOT) {
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if (IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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if (path_state_ao_bounce(kg, state)) {
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kernel_split_path_end(kg, ray_index);
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}
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}
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}
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}
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ray_index = get_ray_index(kg, thread_index,
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QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
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kernel_split_state.queue_data,
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kernel_split_params.queue_size,
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0);
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ray_index = get_ray_index(kg,
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thread_index,
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QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
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kernel_split_state.queue_data,
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kernel_split_params.queue_size,
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0);
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if(ray_index == QUEUE_EMPTY_SLOT) {
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return;
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}
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if (ray_index == QUEUE_EMPTY_SLOT) {
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return;
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}
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if(IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND)) {
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
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float3 throughput = kernel_split_state.throughput[ray_index];
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ShaderData *sd = kernel_split_sd(sd, ray_index);
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if (IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND)) {
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ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
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PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
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float3 throughput = kernel_split_state.throughput[ray_index];
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ShaderData *sd = kernel_split_sd(sd, ray_index);
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kernel_path_background(kg, state, ray, throughput, sd, L);
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kernel_split_path_end(kg, ray_index);
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}
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kernel_path_background(kg, state, ray, throughput, sd, L);
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kernel_split_path_end(kg, ray_index);
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}
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}
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CCL_NAMESPACE_END
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