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authorCampbell Barton <ideasman42@gmail.com>2019-05-01 14:14:11 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-05-01 14:41:07 +0300
commitc47d669f247d4762cfeede867c43c638e40c14c3 (patch)
tree734299c81811955ebb56f211bd010a39f42dc6ef /intern/cycles/blender/blender_session.cpp
parent177a0ca131794a15d775577e4fa25c1d9e695d13 (diff)
Cleanup: comments (long lines) in cycles
Diffstat (limited to 'intern/cycles/blender/blender_session.cpp')
-rw-r--r--intern/cycles/blender/blender_session.cpp16
1 files changed, 9 insertions, 7 deletions
diff --git a/intern/cycles/blender/blender_session.cpp b/intern/cycles/blender/blender_session.cpp
index 29a97bf6546..3a7e5f02b1d 100644
--- a/intern/cycles/blender/blender_session.cpp
+++ b/intern/cycles/blender/blender_session.cpp
@@ -155,8 +155,8 @@ void BlenderSession::create_session()
/* There is no single depsgraph to use for the entire render.
* So we need to handle this differently.
*
- * We could loop over the final render result render layers in pipeline and keep Cycles unaware of multiple layers,
- * or perhaps move syncing further down in the pipeline.
+ * We could loop over the final render result render layers in pipeline and keep Cycles unaware
+ * of multiple layers, or perhaps move syncing further down in the pipeline.
*/
/* create sync */
sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress);
@@ -528,14 +528,15 @@ void BlenderSession::render(BL::Depsgraph &b_depsgraph_)
/* Attempt to free all data which is held by Blender side, since at this
* point we knwo that we've got everything to render current view layer.
*/
- /* At the moment we only free if we are not doing multi-view (or if we are rendering the last view).
- * See T58142/D4239 for discussion.
+ /* At the moment we only free if we are not doing multi-view
+ * (or if we are rendering the last view). See T58142/D4239 for discussion.
*/
if (view_index == num_views - 1) {
free_blender_memory_if_possible();
}
- /* Make sure all views have different noise patterns. - hardcoded value just to make it random */
+ /* Make sure all views have different noise patterns. - hardcoded value just to make it random
+ */
if (view_index != 0) {
scene->integrator->seed += hash_int_2d(scene->integrator->seed,
hash_int(view_index * 0xdeadbeef));
@@ -1057,8 +1058,9 @@ void BlenderSession::update_status_progress()
}
double current_time = time_dt();
- /* When rendering in a window, redraw the status at least once per second to keep the elapsed and remaining time up-to-date.
- * For headless rendering, only report when something significant changes to keep the console output readable. */
+ /* When rendering in a window, redraw the status at least once per second to keep the elapsed and
+ * remaining time up-to-date. For headless rendering, only report when something significant
+ * changes to keep the console output readable. */
if (status != last_status || (!headless && (current_time - last_status_time) > 1.0)) {
b_engine.update_stats("", (timestatus + scene_status + status).c_str());
b_engine.update_memory_stats(mem_used, mem_peak);