Cycles: Cleanup, make some comments easier to read on split editors
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@ -1178,34 +1178,50 @@ typedef ccl_addr_space struct DebugData {
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/* Queue names */
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enum QueueNumber {
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QUEUE_ACTIVE_AND_REGENERATED_RAYS = 0, /* All active rays and regenerated rays are enqueued here. */
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QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS = 1, /* All
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/* All active rays and regenerated rays are enqueued here. */
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QUEUE_ACTIVE_AND_REGENERATED_RAYS = 0,
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/* All
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* 1. Background-hit rays,
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* 2. Rays that has exited path-iteration but needs to update output buffer
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* 3. Rays to be regenerated
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* are enqueued here.
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*/
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QUEUE_SHADOW_RAY_CAST_AO_RAYS = 2, /* All rays for which a shadow ray should be cast to determine radiance
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QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS = 1,
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/* All rays for which a shadow ray should be cast to determine radiance
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* contribution for AO are enqueued here.
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*/
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QUEUE_SHADOW_RAY_CAST_DL_RAYS = 3, /* All rays for which a shadow ray should be cast to determine radiance
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QUEUE_SHADOW_RAY_CAST_AO_RAYS = 2,
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/* All rays for which a shadow ray should be cast to determine radiance
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* contributing for direct lighting are enqueued here.
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*/
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QUEUE_SHADOW_RAY_CAST_DL_RAYS = 3,
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};
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/* We use RAY_STATE_MASK to get ray_state (enums 0 to 5) */
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#define RAY_STATE_MASK 0x007
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#define RAY_FLAG_MASK 0x0F8
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enum RayState {
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RAY_ACTIVE = 0, // Denotes ray is actively involved in path-iteration
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RAY_INACTIVE = 1, // Denotes ray has completed processing all samples and is inactive
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RAY_UPDATE_BUFFER = 2, // Denoted ray has exited path-iteration and needs to update output buffer
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RAY_HIT_BACKGROUND = 3, // Donotes ray has hit background
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RAY_TO_REGENERATE = 4, // Denotes ray has to be regenerated
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RAY_REGENERATED = 5, // Denotes ray has been regenerated
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RAY_SKIP_DL = 6, // Denotes ray should skip direct lighting
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RAY_SHADOW_RAY_CAST_AO = 16, // Flag's ray has to execute shadow blocked function in AO part
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RAY_SHADOW_RAY_CAST_DL = 32 // Flag's ray has to execute shadow blocked function in direct lighting part
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/* Denotes ray is actively involved in path-iteration. */
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RAY_ACTIVE = 0,
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/* Denotes ray has completed processing all samples and is inactive. */
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RAY_INACTIVE = 1,
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/* Denoted ray has exited path-iteration and needs to update output buffer. */
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RAY_UPDATE_BUFFER = 2,
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/* Donotes ray has hit background */
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RAY_HIT_BACKGROUND = 3,
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/* Denotes ray has to be regenerated */
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RAY_TO_REGENERATE = 4,
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/* Denotes ray has been regenerated */
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RAY_REGENERATED = 5,
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/* Denotes ray should skip direct lighting */
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RAY_SKIP_DL = 6,
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/* Flag's ray has to execute shadow blocked function in AO part */
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RAY_SHADOW_RAY_CAST_AO = 16,
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/* Flag's ray has to execute shadow blocked function in direct lighting part. */
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RAY_SHADOW_RAY_CAST_DL = 32,
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};
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#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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