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-rw-r--r--source/blender/render/intern/raytrace/rayobject_internal.h8
-rw-r--r--source/blender/render/intern/raytrace/rayobject_rtbuild.h8
-rw-r--r--source/blender/render/intern/raytrace/reorganize.h2
-rw-r--r--source/blender/render/intern/source/pipeline.c7
-rw-r--r--source/blender/render/intern/source/rayshade.c4
-rw-r--r--source/blender/render/intern/source/render_texture.c14
-rw-r--r--source/blender/render/intern/source/rendercore.c2
-rw-r--r--source/blender/render/intern/source/shadbuf.c4
8 files changed, 28 insertions, 21 deletions
diff --git a/source/blender/render/intern/raytrace/rayobject_internal.h b/source/blender/render/intern/raytrace/rayobject_internal.h
index dbc78b317c6..e24ce568c6b 100644
--- a/source/blender/render/intern/raytrace/rayobject_internal.h
+++ b/source/blender/render/intern/raytrace/rayobject_internal.h
@@ -40,10 +40,10 @@ extern "C" {
*
* This class is intended as a place holder for control, configuration of the
* rayobject like:
- * - stop building (TODO maybe when porting build to threads this could be
- * implemented with some thread_cancel function)
- * - max number of threads and threads callback to use during build
- * ...
+ * - stop building (TODO maybe when porting build to threads this could be
+ * implemented with some thread_cancel function)
+ * - max number of threads and threads callback to use during build
+ * ...
*/
typedef int (*RE_rayobjectcontrol_test_break_callback)(void *data);
diff --git a/source/blender/render/intern/raytrace/rayobject_rtbuild.h b/source/blender/render/intern/raytrace/rayobject_rtbuild.h
index fc42bc36d92..d4510fe245d 100644
--- a/source/blender/render/intern/raytrace/rayobject_rtbuild.h
+++ b/source/blender/render/intern/raytrace/rayobject_rtbuild.h
@@ -40,10 +40,10 @@ extern "C" {
/*
- * Ray Tree Builder
- * this structs helps building any type of tree
- * it contains several methods to organize/split nodes
- * allowing to create a given tree on the fly.
+ * Ray Tree Builder:
+ * this structs helps building any type of tree
+ * it contains several methods to organize/split nodes
+ * allowing to create a given tree on the fly.
*
* Idea is that other trees BVH, BIH can use this code to
* generate with simple calls, and then convert to the theirs
diff --git a/source/blender/render/intern/raytrace/reorganize.h b/source/blender/render/intern/raytrace/reorganize.h
index 3fdd3363edb..8cdd2547de3 100644
--- a/source/blender/render/intern/raytrace/reorganize.h
+++ b/source/blender/render/intern/raytrace/reorganize.h
@@ -218,7 +218,7 @@ static void pushup_simd(Node *parent)
/*
* Pushdown
- * makes sure no child fits inside any of its sibling
+ * makes sure no child fits inside any of its sibling
*/
template<class Node>
static void pushdown(Node *parent)
diff --git a/source/blender/render/intern/source/pipeline.c b/source/blender/render/intern/source/pipeline.c
index 97971030dfb..4f2f8d67f45 100644
--- a/source/blender/render/intern/source/pipeline.c
+++ b/source/blender/render/intern/source/pipeline.c
@@ -2454,6 +2454,13 @@ static void do_merge_fullsample(Render *re, bNodeTree *ntree)
BLI_rw_mutex_unlock(&re->resultmutex);
render_result_uncrop(re1);
}
+#ifdef WITH_FREESTYLE
+ else if (re1->r.mode & R_EDGE_FRS) {
+ BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
+ composite_freestyle_renders(re1, 0);
+ BLI_rw_mutex_unlock(&re->resultmutex);
+ }
+#endif
ntreeCompositTagRender(re1->scene); /* ensure node gets exec to put buffers on stack */
}
}
diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c
index 6e3dffccc16..608275cdb4d 100644
--- a/source/blender/render/intern/source/rayshade.c
+++ b/source/blender/render/intern/source/rayshade.c
@@ -88,7 +88,7 @@ static void RE_rayobject_config_control(RayObject *r, Render *re)
RayObject *RE_rayobject_create(int type, int size, int octree_resolution)
{
- RayObject * res = NULL;
+ RayObject *res = NULL;
if (type == R_RAYSTRUCTURE_AUTO) {
/* TODO */
@@ -124,7 +124,7 @@ RayObject *RE_rayobject_create(int type, int size, int octree_resolution)
static RayObject* rayobject_create(Render *re, int type, int size)
{
- RayObject * res = NULL;
+ RayObject *res = NULL;
res = RE_rayobject_create(type, size, re->r.ocres);
diff --git a/source/blender/render/intern/source/render_texture.c b/source/blender/render/intern/source/render_texture.c
index fb3c8b542a8..103dbbacd22 100644
--- a/source/blender/render/intern/source/render_texture.c
+++ b/source/blender/render/intern/source/render_texture.c
@@ -2181,7 +2181,7 @@ static int ntap_bump_compute(NTapBump *ntap_bump, ShadeInput *shi, MTex *mtex, T
if ( mtex->texflag & MTEX_BUMP_OBJECTSPACE ) {
/* TODO: these calculations happen for every pixel!
- * -> move to shi->obi */
+ * -> move to shi->obi */
mul_m4_m4m4(tmp, R.viewmat, shi->obr->ob->obmat);
copy_m3_m4(obj2view, tmp); /* use only upper left 3x3 matrix */
invert_m3_m3(view2obj, obj2view);
@@ -3859,13 +3859,13 @@ void RE_sample_material_free(Material *mat)
}
/*
- * Get material diffuse color and alpha (including linked textures) in given coordinates
+ * Get material diffuse color and alpha (including linked textures) in given coordinates
*
- * color,alpha : input/output color values
- * volume_co : sample coordinate in global space. used by volumetric materials
- * surface_co : sample surface coordinate in global space. used by "surface" materials
- * tri_index : surface tri index
- * orcoDm : orco state derived mesh
+ * color,alpha : input/output color values
+ * volume_co : sample coordinate in global space. used by volumetric materials
+ * surface_co : sample surface coordinate in global space. used by "surface" materials
+ * tri_index : surface tri index
+ * orcoDm : orco state derived mesh
*/
void RE_sample_material_color(
Material *mat, float color[3], float *alpha, const float volume_co[3], const float surface_co[3],
diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c
index 99d2436d4bc..cfbf199c94d 100644
--- a/source/blender/render/intern/source/rendercore.c
+++ b/source/blender/render/intern/source/rendercore.c
@@ -314,7 +314,7 @@ static void halo_tile(RenderPart *pa, RenderLayer *rl)
if ((zz> har->zs) || (har->mat && (har->mat->mode & MA_HALO_SOFT))) {
if (shadeHaloFloat(har, col, zz, dist, xn, yn, har->flarec)) {
for (sample=0; sample<totsample; sample++) {
- float * rect= RE_RenderLayerGetPass(rlpp[sample], RE_PASSNAME_COMBINED, R.viewname);
+ float *rect = RE_RenderLayerGetPass(rlpp[sample], RE_PASSNAME_COMBINED, R.viewname);
addalphaAddfacFloat(rect + od*4, col, har->add);
}
}
diff --git a/source/blender/render/intern/source/shadbuf.c b/source/blender/render/intern/source/shadbuf.c
index 04e9177241b..3f2ed75f5a4 100644
--- a/source/blender/render/intern/source/shadbuf.c
+++ b/source/blender/render/intern/source/shadbuf.c
@@ -1086,7 +1086,7 @@ static float readshadowbuf(ShadBuf *shb, ShadSampleBuf *shsample, int bias, int
else {
/* got warning on this for 64 bits.... */
/* but it's working code! in this case rz is not a pointer but zvalue (ton) */
- zsamp= GET_INT_FROM_POINTER(rz);
+ zsamp= POINTER_AS_INT(rz);
}
/* tricky stuff here; we use ints which can overflow easily with bias values */
@@ -1270,7 +1270,7 @@ static float readshadowbuf_halo(ShadBuf *shb, ShadSampleBuf *shsample, int xs, i
else {
/* same as before */
/* still working code! (ton) */
- zsamp= GET_INT_FROM_POINTER(rz);
+ zsamp= POINTER_AS_INT(rz);
}
/* NO schadow when sampled at 'eternal' distance */