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authorSergey Sharybin <sergey.vfx@gmail.com>2016-02-12 20:33:43 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-03-25 15:55:42 +0300
commit700722f68633d270584af5463a804742537e30ed (patch)
tree5b80a5a51dd278e649647f8d0a64c07d570e8eaa /intern/cycles/kernel/kernel_shader.h
parent0e47e0cc9e9b19a30717042d97cb3b8fb50132ff (diff)
Cycles: Cleanup, indent nested preprocessor directives
Quite straightforward, main trick is happening in path_source_replace_includes(). Reviewers: brecht, dingto, lukasstockner97, juicyfruit Differential Revision: https://developer.blender.org/D1794
Diffstat (limited to 'intern/cycles/kernel/kernel_shader.h')
-rw-r--r--intern/cycles/kernel/kernel_shader.h40
1 files changed, 20 insertions, 20 deletions
diff --git a/intern/cycles/kernel/kernel_shader.h b/intern/cycles/kernel/kernel_shader.h
index 3dc69b3061c..a0b56118ab7 100644
--- a/intern/cycles/kernel/kernel_shader.h
+++ b/intern/cycles/kernel/kernel_shader.h
@@ -117,10 +117,10 @@ ccl_device_noinline void shader_setup_from_ray(KernelGlobals *kg,
/* instance transform */
object_normal_transform_auto(kg, sd, &ccl_fetch(sd, N));
object_normal_transform_auto(kg, sd, &ccl_fetch(sd, Ng));
-#ifdef __DPDU__
+# ifdef __DPDU__
object_dir_transform_auto(kg, sd, &ccl_fetch(sd, dPdu));
object_dir_transform_auto(kg, sd, &ccl_fetch(sd, dPdv));
-#endif
+# endif
}
#endif
@@ -158,10 +158,10 @@ ccl_device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderDat
sd->prim = kernel_tex_fetch(__prim_index, isect->prim);
sd->type = isect->type;
-#ifdef __UV__
+# ifdef __UV__
sd->u = isect->u;
sd->v = isect->v;
-#endif
+# endif
/* fetch triangle data */
if(sd->type == PRIMITIVE_TRIANGLE) {
@@ -176,10 +176,10 @@ ccl_device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderDat
if(sd->shader & SHADER_SMOOTH_NORMAL)
sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v);
-#ifdef __DPDU__
+# ifdef __DPDU__
/* dPdu/dPdv */
triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
-#endif
+# endif
}
else {
/* motion triangle */
@@ -188,38 +188,38 @@ ccl_device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderDat
sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
-#ifdef __INSTANCING__
+# ifdef __INSTANCING__
if(isect->object != OBJECT_NONE) {
/* instance transform */
object_normal_transform(kg, sd, &sd->N);
object_normal_transform(kg, sd, &sd->Ng);
-#ifdef __DPDU__
+# ifdef __DPDU__
object_dir_transform(kg, sd, &sd->dPdu);
object_dir_transform(kg, sd, &sd->dPdv);
-#endif
+# endif
}
-#endif
+# endif
/* backfacing test */
if(backfacing) {
sd->flag |= SD_BACKFACING;
sd->Ng = -sd->Ng;
sd->N = -sd->N;
-#ifdef __DPDU__
+# ifdef __DPDU__
sd->dPdu = -sd->dPdu;
sd->dPdv = -sd->dPdv;
-#endif
+# endif
}
/* should not get used in principle as the shading will only use a diffuse
* BSDF, but the shader might still access it */
sd->I = sd->N;
-#ifdef __RAY_DIFFERENTIALS__
+# ifdef __RAY_DIFFERENTIALS__
/* differentials */
differential_dudv(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, sd->Ng);
/* don't modify dP and dI */
-#endif
+# endif
}
#endif
@@ -296,12 +296,12 @@ ccl_device void shader_setup_from_sample(KernelGlobals *kg,
#ifdef __DPDU__
triangle_dPdudv(kg, ccl_fetch(sd, prim), &ccl_fetch(sd, dPdu), &ccl_fetch(sd, dPdv));
-#ifdef __INSTANCING__
+# ifdef __INSTANCING__
if(instanced) {
object_dir_transform_auto(kg, sd, &ccl_fetch(sd, dPdu));
object_dir_transform_auto(kg, sd, &ccl_fetch(sd, dPdv));
}
-#endif
+# endif
#endif
}
else {
@@ -1020,12 +1020,12 @@ ccl_device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd,
/* evaluate shader */
#ifdef __SVM__
-#ifdef __OSL__
+# ifdef __OSL__
if(kg->osl) {
OSLShader::eval_volume(kg, sd, state, path_flag, ctx);
}
else
-#endif
+# endif
{
svm_eval_nodes(kg, sd, state, SHADER_TYPE_VOLUME, path_flag);
}
@@ -1048,11 +1048,11 @@ ccl_device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd, ccl_
/* this will modify sd->P */
#ifdef __SVM__
-#ifdef __OSL__
+# ifdef __OSL__
if(kg->osl)
OSLShader::eval_displacement(kg, sd, ctx);
else
-#endif
+# endif
{
svm_eval_nodes(kg, sd, state, SHADER_TYPE_DISPLACEMENT, 0);
}