diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-10-17 21:09:45 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2021-10-18 20:02:10 +0300 |
commit | fc4b1fede385687acb2cf7f82591aa43097110a9 (patch) | |
tree | 66e633e53090d54416fe1ca6c28b406d84b4590a /intern/cycles/kernel/kernel_types.h | |
parent | 1df3b51988852fa8ee6b530a64aa23346db9acd4 (diff) |
Cleanup: consistently use uint32_t for path flag
Diffstat (limited to 'intern/cycles/kernel/kernel_types.h')
-rw-r--r-- | intern/cycles/kernel/kernel_types.h | 66 |
1 files changed, 33 insertions, 33 deletions
diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h index 5625c0e4d19..e478019b25c 100644 --- a/intern/cycles/kernel/kernel_types.h +++ b/intern/cycles/kernel/kernel_types.h @@ -197,30 +197,30 @@ enum PathRayFlag { * NOTE: Recalculated after a surface bounce. */ - PATH_RAY_CAMERA = (1 << 0), - PATH_RAY_REFLECT = (1 << 1), - PATH_RAY_TRANSMIT = (1 << 2), - PATH_RAY_DIFFUSE = (1 << 3), - PATH_RAY_GLOSSY = (1 << 4), - PATH_RAY_SINGULAR = (1 << 5), - PATH_RAY_TRANSPARENT = (1 << 6), - PATH_RAY_VOLUME_SCATTER = (1 << 7), + PATH_RAY_CAMERA = (1U << 0U), + PATH_RAY_REFLECT = (1U << 1U), + PATH_RAY_TRANSMIT = (1U << 2U), + PATH_RAY_DIFFUSE = (1U << 3U), + PATH_RAY_GLOSSY = (1U << 4U), + PATH_RAY_SINGULAR = (1U << 5U), + PATH_RAY_TRANSPARENT = (1U << 6U), + PATH_RAY_VOLUME_SCATTER = (1U << 7U), /* Shadow ray visibility. */ - PATH_RAY_SHADOW_OPAQUE = (1 << 8), - PATH_RAY_SHADOW_TRANSPARENT = (1 << 9), + PATH_RAY_SHADOW_OPAQUE = (1U << 8U), + PATH_RAY_SHADOW_TRANSPARENT = (1U << 9U), PATH_RAY_SHADOW = (PATH_RAY_SHADOW_OPAQUE | PATH_RAY_SHADOW_TRANSPARENT), /* Special flag to tag unaligned BVH nodes. * Only set and used in BVH nodes to distinguish how to interpret bounding box information stored - * in the node (either it should be intersected as AABB or as OBB). */ - PATH_RAY_NODE_UNALIGNED = (1 << 10), + * in the node (either it should be intersected as AABB or as OBBU). */ + PATH_RAY_NODE_UNALIGNED = (1U << 10U), /* Subset of flags used for ray visibility for intersection. * * NOTE: SHADOW_CATCHER macros below assume there are no more than * 16 visibility bits. */ - PATH_RAY_ALL_VISIBILITY = ((1 << 11) - 1), + PATH_RAY_ALL_VISIBILITY = ((1U << 11U) - 1U), /* -------------------------------------------------------------------- * Path flags. @@ -228,69 +228,69 @@ enum PathRayFlag { /* Don't apply multiple importance sampling weights to emission from * lamp or surface hits, because they were not direct light sampled. */ - PATH_RAY_MIS_SKIP = (1 << 11), + PATH_RAY_MIS_SKIP = (1U << 11U), /* Diffuse bounce earlier in the path, skip SSS to improve performance * and avoid branching twice with disk sampling SSS. */ - PATH_RAY_DIFFUSE_ANCESTOR = (1 << 12), + PATH_RAY_DIFFUSE_ANCESTOR = (1U << 12U), /* Single pass has been written. */ - PATH_RAY_SINGLE_PASS_DONE = (1 << 13), + PATH_RAY_SINGLE_PASS_DONE = (1U << 13U), /* Zero background alpha, for camera or transparent glass rays. */ - PATH_RAY_TRANSPARENT_BACKGROUND = (1 << 14), + PATH_RAY_TRANSPARENT_BACKGROUND = (1U << 14U), /* Terminate ray immediately at next bounce. */ - PATH_RAY_TERMINATE_ON_NEXT_SURFACE = (1 << 15), - PATH_RAY_TERMINATE_IN_NEXT_VOLUME = (1 << 16), + PATH_RAY_TERMINATE_ON_NEXT_SURFACE = (1U << 15U), + PATH_RAY_TERMINATE_IN_NEXT_VOLUME = (1U << 16U), /* Ray is to be terminated, but continue with transparent bounces and * emission as long as we encounter them. This is required to make the * MIS between direct and indirect light rays match, as shadow rays go * through transparent surfaces to reach emission too. */ - PATH_RAY_TERMINATE_AFTER_TRANSPARENT = (1 << 17), + PATH_RAY_TERMINATE_AFTER_TRANSPARENT = (1U << 17U), /* Terminate ray immediately after volume shading. */ - PATH_RAY_TERMINATE_AFTER_VOLUME = (1 << 18), + PATH_RAY_TERMINATE_AFTER_VOLUME = (1U << 18U), /* Ray is to be terminated. */ PATH_RAY_TERMINATE = (PATH_RAY_TERMINATE_ON_NEXT_SURFACE | PATH_RAY_TERMINATE_IN_NEXT_VOLUME | PATH_RAY_TERMINATE_AFTER_TRANSPARENT | PATH_RAY_TERMINATE_AFTER_VOLUME), /* Path and shader is being evaluated for direct lighting emission. */ - PATH_RAY_EMISSION = (1 << 19), + PATH_RAY_EMISSION = (1U << 19U), /* Perform subsurface scattering. */ - PATH_RAY_SUBSURFACE_RANDOM_WALK = (1 << 20), - PATH_RAY_SUBSURFACE_DISK = (1 << 21), - PATH_RAY_SUBSURFACE_USE_FRESNEL = (1 << 22), + PATH_RAY_SUBSURFACE_RANDOM_WALK = (1U << 20U), + PATH_RAY_SUBSURFACE_DISK = (1U << 21U), + PATH_RAY_SUBSURFACE_USE_FRESNEL = (1U << 22U), PATH_RAY_SUBSURFACE = (PATH_RAY_SUBSURFACE_RANDOM_WALK | PATH_RAY_SUBSURFACE_DISK | PATH_RAY_SUBSURFACE_USE_FRESNEL), /* Contribute to denoising features. */ - PATH_RAY_DENOISING_FEATURES = (1 << 23), + PATH_RAY_DENOISING_FEATURES = (1U << 23U), /* Render pass categories. */ - PATH_RAY_REFLECT_PASS = (1 << 24), - PATH_RAY_TRANSMISSION_PASS = (1 << 25), - PATH_RAY_VOLUME_PASS = (1 << 26), + PATH_RAY_REFLECT_PASS = (1U << 24U), + PATH_RAY_TRANSMISSION_PASS = (1U << 25U), + PATH_RAY_VOLUME_PASS = (1U << 26U), PATH_RAY_ANY_PASS = (PATH_RAY_REFLECT_PASS | PATH_RAY_TRANSMISSION_PASS | PATH_RAY_VOLUME_PASS), /* Shadow ray is for a light or surface. */ - PATH_RAY_SHADOW_FOR_LIGHT = (1 << 27), + PATH_RAY_SHADOW_FOR_LIGHT = (1U << 27U), /* A shadow catcher object was hit and the path was split into two. */ - PATH_RAY_SHADOW_CATCHER_HIT = (1 << 28), + PATH_RAY_SHADOW_CATCHER_HIT = (1U << 28U), /* A shadow catcher object was hit and this path traces only shadow catchers, writing them into * their dedicated pass for later division. * * NOTE: Is not covered with `PATH_RAY_ANY_PASS` because shadow catcher does special handling * which is separate from the light passes. */ - PATH_RAY_SHADOW_CATCHER_PASS = (1 << 29), + PATH_RAY_SHADOW_CATCHER_PASS = (1U << 29U), /* Path is evaluating background for an approximate shadow catcher with non-transparent film. */ - PATH_RAY_SHADOW_CATCHER_BACKGROUND = (1 << 30), + PATH_RAY_SHADOW_CATCHER_BACKGROUND = (1U << 30U), }; /* Configure ray visibility bits for rays and objects respectively, |