diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_types.h')
-rw-r--r-- | intern/cycles/kernel/kernel_types.h | 51 |
1 files changed, 25 insertions, 26 deletions
diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h index 95d38a4dbb7..ca75c261636 100644 --- a/intern/cycles/kernel/kernel_types.h +++ b/intern/cycles/kernel/kernel_types.h @@ -596,28 +596,27 @@ enum ShaderDataFlag { SD_BSDF = (1 << 2), /* have bsdf closure? */ SD_BSDF_HAS_EVAL = (1 << 3), /* have non-singular bsdf closure? */ SD_PHASE_HAS_EVAL = (1 << 3), /* have non-singular phase closure? */ - SD_BSDF_GLOSSY = (1 << 4), /* have glossy bsdf */ - SD_BSSRDF = (1 << 5), /* have bssrdf */ - SD_HOLDOUT = (1 << 6), /* have holdout closure? */ - SD_ABSORPTION = (1 << 7), /* have volume absorption closure? */ - SD_SCATTER = (1 << 8), /* have volume phase closure? */ - SD_AO = (1 << 9), /* have ao closure? */ - SD_TRANSPARENT = (1 << 10), /* have transparent closure? */ + SD_BSSRDF = (1 << 4), /* have bssrdf */ + SD_HOLDOUT = (1 << 5), /* have holdout closure? */ + SD_ABSORPTION = (1 << 6), /* have volume absorption closure? */ + SD_SCATTER = (1 << 7), /* have volume phase closure? */ + SD_AO = (1 << 8), /* have ao closure? */ + SD_TRANSPARENT = (1 << 9), /* have transparent closure? */ - SD_CLOSURE_FLAGS = (SD_EMISSION|SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY| - SD_BSSRDF|SD_HOLDOUT|SD_ABSORPTION|SD_SCATTER|SD_AO), + SD_CLOSURE_FLAGS = (SD_EMISSION|SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSSRDF| + SD_HOLDOUT|SD_ABSORPTION|SD_SCATTER|SD_AO), /* shader flags */ - SD_USE_MIS = (1 << 11), /* direct light sample */ - SD_HAS_TRANSPARENT_SHADOW = (1 << 12), /* has transparent shadow */ - SD_HAS_VOLUME = (1 << 13), /* has volume shader */ - SD_HAS_ONLY_VOLUME = (1 << 14), /* has only volume shader, no surface */ - SD_HETEROGENEOUS_VOLUME = (1 << 15), /* has heterogeneous volume */ - SD_HAS_BSSRDF_BUMP = (1 << 16), /* bssrdf normal uses bump */ - SD_VOLUME_EQUIANGULAR = (1 << 17), /* use equiangular sampling */ - SD_VOLUME_MIS = (1 << 18), /* use multiple importance sampling */ - SD_VOLUME_CUBIC = (1 << 19), /* use cubic interpolation for voxels */ - SD_HAS_BUMP = (1 << 20), /* has data connected to the displacement input */ + SD_USE_MIS = (1 << 10), /* direct light sample */ + SD_HAS_TRANSPARENT_SHADOW = (1 << 11), /* has transparent shadow */ + SD_HAS_VOLUME = (1 << 12), /* has volume shader */ + SD_HAS_ONLY_VOLUME = (1 << 13), /* has only volume shader, no surface */ + SD_HETEROGENEOUS_VOLUME = (1 << 14), /* has heterogeneous volume */ + SD_HAS_BSSRDF_BUMP = (1 << 15), /* bssrdf normal uses bump */ + SD_VOLUME_EQUIANGULAR = (1 << 16), /* use equiangular sampling */ + SD_VOLUME_MIS = (1 << 17), /* use multiple importance sampling */ + SD_VOLUME_CUBIC = (1 << 18), /* use cubic interpolation for voxels */ + SD_HAS_BUMP = (1 << 19), /* has data connected to the displacement input */ SD_SHADER_FLAGS = (SD_USE_MIS|SD_HAS_TRANSPARENT_SHADOW|SD_HAS_VOLUME| SD_HAS_ONLY_VOLUME|SD_HETEROGENEOUS_VOLUME| @@ -625,13 +624,13 @@ enum ShaderDataFlag { SD_VOLUME_CUBIC|SD_HAS_BUMP), /* object flags */ - SD_HOLDOUT_MASK = (1 << 21), /* holdout for camera rays */ - SD_OBJECT_MOTION = (1 << 22), /* has object motion blur */ - SD_TRANSFORM_APPLIED = (1 << 23), /* vertices have transform applied */ - SD_NEGATIVE_SCALE_APPLIED = (1 << 24), /* vertices have negative scale applied */ - SD_OBJECT_HAS_VOLUME = (1 << 25), /* object has a volume shader */ - SD_OBJECT_INTERSECTS_VOLUME = (1 << 26), /* object intersects AABB of an object with volume shader */ - SD_OBJECT_HAS_VERTEX_MOTION = (1 << 22), /* has position for motion vertices */ + SD_HOLDOUT_MASK = (1 << 20), /* holdout for camera rays */ + SD_OBJECT_MOTION = (1 << 21), /* has object motion blur */ + SD_TRANSFORM_APPLIED = (1 << 22), /* vertices have transform applied */ + SD_NEGATIVE_SCALE_APPLIED = (1 << 23), /* vertices have negative scale applied */ + SD_OBJECT_HAS_VOLUME = (1 << 24), /* object has a volume shader */ + SD_OBJECT_INTERSECTS_VOLUME = (1 << 25), /* object intersects AABB of an object with volume shader */ + SD_OBJECT_HAS_VERTEX_MOTION = (1 << 21), /* has position for motion vertices */ SD_OBJECT_FLAGS = (SD_HOLDOUT_MASK|SD_OBJECT_MOTION|SD_TRANSFORM_APPLIED| SD_NEGATIVE_SCALE_APPLIED|SD_OBJECT_HAS_VOLUME| |