Cycles: Cleanup, indent nested preprocessor directives
Quite straightforward, main trick is happening in path_source_replace_includes(). Reviewers: brecht, dingto, lukasstockner97, juicyfruit Differential Revision: https://developer.blender.org/D1794
This commit is contained in:
@@ -15,7 +15,7 @@
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*/
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#ifdef __OSL__
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#include "osl_shader.h"
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# include "osl_shader.h"
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#endif
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#include "kernel_random.h"
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@@ -32,11 +32,11 @@
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#include "kernel_passes.h"
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#ifdef __SUBSURFACE__
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#include "kernel_subsurface.h"
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# include "kernel_subsurface.h"
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#endif
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#ifdef __VOLUME__
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#include "kernel_volume.h"
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# include "kernel_volume.h"
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#endif
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#include "kernel_path_state.h"
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@@ -47,7 +47,7 @@
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#include "kernel_path_volume.h"
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#ifdef __KERNEL_DEBUG__
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#include "kernel_debug.h"
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# include "kernel_debug.h"
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#endif
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CCL_NAMESPACE_BEGIN
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@@ -106,7 +106,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
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volume_stack_is_heterogeneous(kg,
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state->volume_stack);
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#ifdef __VOLUME_DECOUPLED__
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# ifdef __VOLUME_DECOUPLED__
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int sampling_method =
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volume_stack_sampling_method(kg,
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state->volume_stack);
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@@ -195,14 +195,14 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
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}
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}
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else
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#endif
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# endif
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{
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/* integrate along volume segment with distance sampling */
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ShaderData volume_sd;
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VolumeIntegrateResult result = kernel_volume_integrate(
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kg, state, &volume_sd, &volume_ray, L, &throughput, rng, heterogeneous);
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#ifdef __VOLUME_SCATTER__
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# ifdef __VOLUME_SCATTER__
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if(result == VOLUME_PATH_SCATTERED) {
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/* direct lighting */
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kernel_path_volume_connect_light(kg,
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@@ -227,7 +227,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
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break;
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}
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}
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#endif
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# endif
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}
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}
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#endif
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@@ -322,9 +322,9 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
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light_ray.P = ray_offset(sd.P, sd.Ng);
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light_ray.D = ao_D;
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light_ray.t = kernel_data.background.ao_distance;
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#ifdef __OBJECT_MOTION__
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# ifdef __OBJECT_MOTION__
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light_ray.time = sd.time;
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#endif
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# endif
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light_ray.dP = sd.dP;
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light_ray.dD = differential3_zero();
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@@ -468,11 +468,11 @@ ccl_device bool kernel_path_subsurface_scatter(
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&lcg_state,
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bssrdf_u, bssrdf_v,
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false);
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#ifdef __VOLUME__
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# ifdef __VOLUME__
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ss_indirect->need_update_volume_stack =
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kernel_data.integrator.use_volumes &&
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ccl_fetch(sd, flag) & SD_OBJECT_INTERSECTS_VOLUME;
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#endif
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# endif
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/* compute lighting with the BSDF closure */
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for(int hit = 0; hit < num_hits; hit++) {
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@@ -513,11 +513,11 @@ ccl_device bool kernel_path_subsurface_scatter(
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hit_L,
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hit_ray))
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{
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#ifdef __LAMP_MIS__
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# ifdef __LAMP_MIS__
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hit_state->ray_t = 0.0f;
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#endif
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# endif
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#ifdef __VOLUME__
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# ifdef __VOLUME__
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if(ss_indirect->need_update_volume_stack) {
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Ray volume_ray = *ray;
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/* Setup ray from previous surface point to the new one. */
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@@ -529,7 +529,7 @@ ccl_device bool kernel_path_subsurface_scatter(
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&volume_ray,
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hit_state->volume_stack);
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}
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#endif
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# endif
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path_radiance_reset_indirect(L);
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ss_indirect->num_rays++;
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}
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@@ -682,7 +682,7 @@ ccl_device_inline float4 kernel_path_integrate(KernelGlobals *kg,
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bool heterogeneous = volume_stack_is_heterogeneous(kg, state.volume_stack);
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#ifdef __VOLUME_DECOUPLED__
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# ifdef __VOLUME_DECOUPLED__
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int sampling_method = volume_stack_sampling_method(kg, state.volume_stack);
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bool decoupled = kernel_volume_use_decoupled(kg, heterogeneous, true, sampling_method);
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@@ -735,15 +735,15 @@ ccl_device_inline float4 kernel_path_integrate(KernelGlobals *kg,
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throughput *= volume_segment.accum_transmittance;
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}
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}
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else
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#endif
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else
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# endif
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{
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/* integrate along volume segment with distance sampling */
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ShaderData volume_sd;
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VolumeIntegrateResult result = kernel_volume_integrate(
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kg, &state, &volume_sd, &volume_ray, &L, &throughput, rng, heterogeneous);
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#ifdef __VOLUME_SCATTER__
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# ifdef __VOLUME_SCATTER__
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if(result == VOLUME_PATH_SCATTERED) {
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/* direct lighting */
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kernel_path_volume_connect_light(kg, rng, &volume_sd, throughput, &state, &L);
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@@ -754,7 +754,7 @@ ccl_device_inline float4 kernel_path_integrate(KernelGlobals *kg,
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else
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break;
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}
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#endif
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# endif
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}
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}
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#endif
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