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authorBrecht Van Lommel <brecht@blender.org>2021-10-17 21:09:45 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-10-18 20:02:10 +0300
commitfc4b1fede385687acb2cf7f82591aa43097110a9 (patch)
tree66e633e53090d54416fe1ca6c28b406d84b4590a /intern/cycles/kernel/kernel_types.h
parent1df3b51988852fa8ee6b530a64aa23346db9acd4 (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.h66
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,