Commit: 7d033717ad52bf92235e65224b6b3940de7ec473
Author: Sergey Sharybin
Date:   Mon Apr 11 17:58:16 2016 +0200
Branches: master
https://developer.blender.org/rB7d033717ad52bf92235e65224b6b3940de7ec473

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

===================================================================

M       intern/cycles/kernel/kernel_types.h

===================================================================

diff --git a/intern/cycles/kernel/kernel_types.h 
b/intern/cycles/kernel/kernel_types.h
index 71fa4bb..cce4ded 100644
--- a/intern/cycles/kernel/kernel_types.h
+++ b/intern/cycles/kernel/kernel_types.h
@@ -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))

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