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author | Campbell Barton <ideasman42@gmail.com> | 2012-06-09 21:22:52 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-06-09 21:22:52 +0400 |
commit | 0fbb6bff27139d66951fe223ff322c609d368a18 (patch) | |
tree | e75d0d4399e4b82746f4edbc0c2e20e8c25f7015 /intern/cycles/kernel/svm/svm_image.h | |
parent | 2f60d9b0b9af1df967e29fd1822d82ffd2450d0f (diff) |
style cleanup: block comments
Diffstat (limited to 'intern/cycles/kernel/svm/svm_image.h')
-rw-r--r-- | intern/cycles/kernel/svm/svm_image.h | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/intern/cycles/kernel/svm/svm_image.h b/intern/cycles/kernel/svm/svm_image.h index 388f006c40f..3b2b9204d86 100644 --- a/intern/cycles/kernel/svm/svm_image.h +++ b/intern/cycles/kernel/svm/svm_image.h @@ -92,13 +92,13 @@ __device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y) float4 r; /* not particularly proud of this massive switch, what are the - alternatives? - - use a single big 1D texture, and do our own lookup/filtering - - group by size and use a 3d texture, performance impact - - group into larger texture with some padding for correct lerp - - also note that cuda has 128 textures limit, we use 100 now, since - we still need some for other storage */ + * alternatives? + * - use a single big 1D texture, and do our own lookup/filtering + * - group by size and use a 3d texture, performance impact + * - group into larger texture with some padding for correct lerp + * + * also note that cuda has 128 textures limit, we use 100 now, since + * we still need some for other storage */ switch(id) { case 0: r = kernel_tex_image_interp(__tex_image_000, x, y); break; |