Cycles: Cleanup, make some comments easier to read on split editors

This commit is contained in:
Sergey Sharybin 2016-04-11 17:58:16 +02:00
parent ac00c17900
commit 7d033717ad

@ -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))