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authorThomas Dinges <blender@dingto.org>2015-06-29 01:56:04 +0300
committerThomas Dinges <blender@dingto.org>2015-06-29 01:56:04 +0300
commite6f7f36e408ad313f1a89e78d0fc62c3e5bc8d07 (patch)
tree52356d194d7f8e7bf7e53e3c6fc98f074932d9ea
parente245a5764048d371285120e6b0347f762a61feb0 (diff)
Cleanup: Style in for loops header.
-rw-r--r--intern/cycles/kernel/kernel_path_branched.h4
-rw-r--r--intern/cycles/kernel/kernel_shader.h22
2 files changed, 13 insertions, 13 deletions
diff --git a/intern/cycles/kernel/kernel_path_branched.h b/intern/cycles/kernel/kernel_path_branched.h
index ae8a9c91068..b6d64985f6a 100644
--- a/intern/cycles/kernel/kernel_path_branched.h
+++ b/intern/cycles/kernel/kernel_path_branched.h
@@ -61,7 +61,7 @@ ccl_device_noinline void kernel_branched_path_surface_indirect_light(KernelGloba
RNG *rng, ShaderData *sd, float3 throughput, float num_samples_adjust,
PathState *state, PathRadiance *L)
{
- for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
+ for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
const ShaderClosure *sc = &ccl_fetch(sd, closure)[i];
if(!CLOSURE_IS_BSDF(sc->type))
@@ -113,7 +113,7 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
Ray *ray,
float3 throughput)
{
- for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
+ for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
ShaderClosure *sc = &ccl_fetch(sd, closure)[i];
if(!CLOSURE_IS_BSSRDF(sc->type))
diff --git a/intern/cycles/kernel/kernel_shader.h b/intern/cycles/kernel/kernel_shader.h
index 077c86fe38e..94e13028599 100644
--- a/intern/cycles/kernel/kernel_shader.h
+++ b/intern/cycles/kernel/kernel_shader.h
@@ -494,7 +494,7 @@ ccl_device_inline void _shader_bsdf_multi_eval(KernelGlobals *kg, const ShaderDa
{
/* this is the veach one-sample model with balance heuristic, some pdf
* factors drop out when using balance heuristic weighting */
- for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
+ for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
if(i == skip_bsdf)
continue;
@@ -599,7 +599,7 @@ ccl_device int shader_bsdf_sample_closure(KernelGlobals *kg, const ShaderData *s
ccl_device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughness)
{
- for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
+ for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BSDF(sc->type))
@@ -614,7 +614,7 @@ ccl_device float3 shader_bsdf_transparency(KernelGlobals *kg, ShaderData *sd)
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
- for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
+ for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) // todo: make this work for osl
@@ -638,7 +638,7 @@ ccl_device float3 shader_bsdf_diffuse(KernelGlobals *kg, ShaderData *sd)
{
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
- for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
+ for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BSDF_DIFFUSE(sc->type))
@@ -652,7 +652,7 @@ ccl_device float3 shader_bsdf_glossy(KernelGlobals *kg, ShaderData *sd)
{
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
- for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
+ for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BSDF_GLOSSY(sc->type))
@@ -666,7 +666,7 @@ ccl_device float3 shader_bsdf_transmission(KernelGlobals *kg, ShaderData *sd)
{
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
- for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
+ for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BSDF_TRANSMISSION(sc->type))
@@ -680,7 +680,7 @@ ccl_device float3 shader_bsdf_subsurface(KernelGlobals *kg, ShaderData *sd)
{
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
- for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
+ for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BSSRDF(sc->type) || CLOSURE_IS_BSDF_BSSRDF(sc->type))
@@ -695,7 +695,7 @@ ccl_device float3 shader_bsdf_ao(KernelGlobals *kg, ShaderData *sd, float ao_fac
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
float3 N = make_float3(0.0f, 0.0f, 0.0f);
- for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
+ for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BSDF_DIFFUSE(sc->type)) {
@@ -723,7 +723,7 @@ ccl_device float3 shader_bssrdf_sum(ShaderData *sd, float3 *N_, float *texture_b
float3 N = make_float3(0.0f, 0.0f, 0.0f);
float texture_blur = 0.0f, weight_sum = 0.0f;
- for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
+ for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BSSRDF(sc->type)) {
@@ -829,7 +829,7 @@ ccl_device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
- for(int i = 0; i< ccl_fetch(sd, num_closure); i++) {
+ for(int i = 0; i < ccl_fetch(sd, num_closure); i++) {
const ShaderClosure *sc = ccl_fetch_array(sd, closure, i);
if(CLOSURE_IS_BACKGROUND(sc->type))
@@ -850,7 +850,7 @@ ccl_device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int
ccl_device_inline void _shader_volume_phase_multi_eval(const ShaderData *sd, const float3 omega_in, float *pdf,
int skip_phase, BsdfEval *result_eval, float sum_pdf, float sum_sample_weight)
{
- for(int i = 0; i< sd->num_closure; i++) {
+ for(int i = 0; i < sd->num_closure; i++) {
if(i == skip_phase)
continue;