Cleanup: Remove SD_BSDF_GLOSSY flag, unused.

This commit is contained in:
Thomas Dinges 2014-11-20 07:53:22 +01:00
parent 0cb1c2cdee
commit 0756fe2684
5 changed files with 36 additions and 37 deletions

@ -37,7 +37,7 @@ ccl_device int bsdf_ashikhmin_shirley_setup(ShaderClosure *sc)
sc->data1 = sc->data0;
sc->type = CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID;
return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
return SD_BSDF|SD_BSDF_HAS_EVAL;
}
ccl_device int bsdf_ashikhmin_shirley_aniso_setup(ShaderClosure *sc)
@ -46,7 +46,7 @@ ccl_device int bsdf_ashikhmin_shirley_aniso_setup(ShaderClosure *sc)
sc->data1 = clamp(sc->data1, 1e-4f, 1.0f);
sc->type = CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID;
return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
return SD_BSDF|SD_BSDF_HAS_EVAL;
}
ccl_device void bsdf_ashikhmin_shirley_blur(ShaderClosure *sc, float roughness)

@ -49,7 +49,7 @@ ccl_device int bsdf_hair_reflection_setup(ShaderClosure *sc)
sc->type = CLOSURE_BSDF_HAIR_REFLECTION_ID;
sc->data0 = clamp(sc->data0, 0.001f, 1.0f);
sc->data1 = clamp(sc->data1, 0.001f, 1.0f);
return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
return SD_BSDF|SD_BSDF_HAS_EVAL;
}
ccl_device int bsdf_hair_transmission_setup(ShaderClosure *sc)
@ -57,7 +57,7 @@ ccl_device int bsdf_hair_transmission_setup(ShaderClosure *sc)
sc->type = CLOSURE_BSDF_HAIR_TRANSMISSION_ID;
sc->data0 = clamp(sc->data0, 0.001f, 1.0f);
sc->data1 = clamp(sc->data1, 0.001f, 1.0f);
return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
return SD_BSDF|SD_BSDF_HAS_EVAL;
}
ccl_device float3 bsdf_hair_reflection_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)

@ -305,7 +305,7 @@ ccl_device int bsdf_microfacet_ggx_setup(ShaderClosure *sc)
sc->type = CLOSURE_BSDF_MICROFACET_GGX_ID;
return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
return SD_BSDF|SD_BSDF_HAS_EVAL;
}
ccl_device int bsdf_microfacet_ggx_aniso_setup(ShaderClosure *sc)
@ -315,7 +315,7 @@ ccl_device int bsdf_microfacet_ggx_aniso_setup(ShaderClosure *sc)
sc->type = CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID;
return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
return SD_BSDF|SD_BSDF_HAS_EVAL;
}
ccl_device int bsdf_microfacet_ggx_refraction_setup(ShaderClosure *sc)
@ -325,7 +325,7 @@ ccl_device int bsdf_microfacet_ggx_refraction_setup(ShaderClosure *sc)
sc->type = CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID;
return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
return SD_BSDF|SD_BSDF_HAS_EVAL;
}
ccl_device void bsdf_microfacet_ggx_blur(ShaderClosure *sc, float roughness)
@ -657,7 +657,7 @@ ccl_device int bsdf_microfacet_beckmann_setup(ShaderClosure *sc)
sc->data1 = sc->data0; /* alpha_y */
sc->type = CLOSURE_BSDF_MICROFACET_BECKMANN_ID;
return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
return SD_BSDF|SD_BSDF_HAS_EVAL;
}
ccl_device int bsdf_microfacet_beckmann_aniso_setup(ShaderClosure *sc)
@ -666,7 +666,7 @@ ccl_device int bsdf_microfacet_beckmann_aniso_setup(ShaderClosure *sc)
sc->data1 = clamp(sc->data1, 0.0f, 1.0f); /* alpha_y */
sc->type = CLOSURE_BSDF_MICROFACET_BECKMANN_ANISO_ID;
return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
return SD_BSDF|SD_BSDF_HAS_EVAL;
}
ccl_device int bsdf_microfacet_beckmann_refraction_setup(ShaderClosure *sc)
@ -675,7 +675,7 @@ ccl_device int bsdf_microfacet_beckmann_refraction_setup(ShaderClosure *sc)
sc->data1 = sc->data0; /* alpha_y */
sc->type = CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID;
return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
return SD_BSDF|SD_BSDF_HAS_EVAL;
}
ccl_device void bsdf_microfacet_beckmann_blur(ShaderClosure *sc, float roughness)

@ -54,7 +54,7 @@ ccl_device int bsdf_phong_ramp_setup(ShaderClosure *sc)
sc->data0 = max(sc->data0, 0.0f);
sc->type = CLOSURE_BSDF_PHONG_RAMP_ID;
return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
return SD_BSDF|SD_BSDF_HAS_EVAL;
}
ccl_device void bsdf_phong_ramp_blur(ShaderClosure *sc, float roughness)

@ -596,28 +596,27 @@ enum ShaderDataFlag {
SD_BSDF = (1 << 2), /* have bsdf closure? */
SD_BSDF_HAS_EVAL = (1 << 3), /* have non-singular bsdf closure? */
SD_PHASE_HAS_EVAL = (1 << 3), /* have non-singular phase closure? */
SD_BSDF_GLOSSY = (1 << 4), /* have glossy bsdf */
SD_BSSRDF = (1 << 5), /* have bssrdf */
SD_HOLDOUT = (1 << 6), /* have holdout closure? */
SD_ABSORPTION = (1 << 7), /* have volume absorption closure? */
SD_SCATTER = (1 << 8), /* have volume phase closure? */
SD_AO = (1 << 9), /* have ao closure? */
SD_TRANSPARENT = (1 << 10), /* have transparent closure? */
SD_BSSRDF = (1 << 4), /* have bssrdf */
SD_HOLDOUT = (1 << 5), /* have holdout closure? */
SD_ABSORPTION = (1 << 6), /* have volume absorption closure? */
SD_SCATTER = (1 << 7), /* have volume phase closure? */
SD_AO = (1 << 8), /* have ao closure? */
SD_TRANSPARENT = (1 << 9), /* have transparent closure? */
SD_CLOSURE_FLAGS = (SD_EMISSION|SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY|
SD_BSSRDF|SD_HOLDOUT|SD_ABSORPTION|SD_SCATTER|SD_AO),
SD_CLOSURE_FLAGS = (SD_EMISSION|SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSSRDF|
SD_HOLDOUT|SD_ABSORPTION|SD_SCATTER|SD_AO),
/* shader flags */
SD_USE_MIS = (1 << 11), /* direct light sample */
SD_HAS_TRANSPARENT_SHADOW = (1 << 12), /* has transparent shadow */
SD_HAS_VOLUME = (1 << 13), /* has volume shader */
SD_HAS_ONLY_VOLUME = (1 << 14), /* has only volume shader, no surface */
SD_HETEROGENEOUS_VOLUME = (1 << 15), /* has heterogeneous volume */
SD_HAS_BSSRDF_BUMP = (1 << 16), /* bssrdf normal uses bump */
SD_VOLUME_EQUIANGULAR = (1 << 17), /* use equiangular sampling */
SD_VOLUME_MIS = (1 << 18), /* use multiple importance sampling */
SD_VOLUME_CUBIC = (1 << 19), /* use cubic interpolation for voxels */
SD_HAS_BUMP = (1 << 20), /* has data connected to the displacement input */
SD_USE_MIS = (1 << 10), /* direct light sample */
SD_HAS_TRANSPARENT_SHADOW = (1 << 11), /* has transparent shadow */
SD_HAS_VOLUME = (1 << 12), /* has volume shader */
SD_HAS_ONLY_VOLUME = (1 << 13), /* has only volume shader, no surface */
SD_HETEROGENEOUS_VOLUME = (1 << 14), /* has heterogeneous volume */
SD_HAS_BSSRDF_BUMP = (1 << 15), /* bssrdf normal uses bump */
SD_VOLUME_EQUIANGULAR = (1 << 16), /* use equiangular sampling */
SD_VOLUME_MIS = (1 << 17), /* use multiple importance sampling */
SD_VOLUME_CUBIC = (1 << 18), /* use cubic interpolation for voxels */
SD_HAS_BUMP = (1 << 19), /* has data connected to the displacement input */
SD_SHADER_FLAGS = (SD_USE_MIS|SD_HAS_TRANSPARENT_SHADOW|SD_HAS_VOLUME|
SD_HAS_ONLY_VOLUME|SD_HETEROGENEOUS_VOLUME|
@ -625,13 +624,13 @@ enum ShaderDataFlag {
SD_VOLUME_CUBIC|SD_HAS_BUMP),
/* object flags */
SD_HOLDOUT_MASK = (1 << 21), /* holdout for camera rays */
SD_OBJECT_MOTION = (1 << 22), /* has object motion blur */
SD_TRANSFORM_APPLIED = (1 << 23), /* vertices have transform applied */
SD_NEGATIVE_SCALE_APPLIED = (1 << 24), /* vertices have negative scale applied */
SD_OBJECT_HAS_VOLUME = (1 << 25), /* object has a volume shader */
SD_OBJECT_INTERSECTS_VOLUME = (1 << 26), /* object intersects AABB of an object with volume shader */
SD_OBJECT_HAS_VERTEX_MOTION = (1 << 22), /* has position for motion vertices */
SD_HOLDOUT_MASK = (1 << 20), /* holdout for camera rays */
SD_OBJECT_MOTION = (1 << 21), /* has object motion blur */
SD_TRANSFORM_APPLIED = (1 << 22), /* vertices have transform applied */
SD_NEGATIVE_SCALE_APPLIED = (1 << 23), /* vertices have negative scale applied */
SD_OBJECT_HAS_VOLUME = (1 << 24), /* object has a volume shader */
SD_OBJECT_INTERSECTS_VOLUME = (1 << 25), /* object intersects AABB of an object with volume shader */
SD_OBJECT_HAS_VERTEX_MOTION = (1 << 21), /* has position for motion vertices */
SD_OBJECT_FLAGS = (SD_HOLDOUT_MASK|SD_OBJECT_MOTION|SD_TRANSFORM_APPLIED|
SD_NEGATIVE_SCALE_APPLIED|SD_OBJECT_HAS_VOLUME|