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
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@@ -117,10 +117,10 @@ ccl_device_noinline void shader_setup_from_ray(KernelGlobals *kg,
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/* instance transform */
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object_normal_transform_auto(kg, sd, &ccl_fetch(sd, N));
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object_normal_transform_auto(kg, sd, &ccl_fetch(sd, Ng));
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#ifdef __DPDU__
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# ifdef __DPDU__
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object_dir_transform_auto(kg, sd, &ccl_fetch(sd, dPdu));
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object_dir_transform_auto(kg, sd, &ccl_fetch(sd, dPdv));
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#endif
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# endif
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}
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#endif
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@@ -158,10 +158,10 @@ ccl_device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderDat
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sd->prim = kernel_tex_fetch(__prim_index, isect->prim);
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sd->type = isect->type;
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#ifdef __UV__
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# ifdef __UV__
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sd->u = isect->u;
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sd->v = isect->v;
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#endif
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# endif
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/* fetch triangle data */
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if(sd->type == PRIMITIVE_TRIANGLE) {
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@@ -176,10 +176,10 @@ ccl_device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderDat
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if(sd->shader & SHADER_SMOOTH_NORMAL)
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sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v);
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#ifdef __DPDU__
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# ifdef __DPDU__
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/* dPdu/dPdv */
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triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
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#endif
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# endif
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}
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else {
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/* motion triangle */
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@@ -188,38 +188,38 @@ ccl_device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderDat
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sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
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#ifdef __INSTANCING__
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# ifdef __INSTANCING__
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if(isect->object != OBJECT_NONE) {
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/* instance transform */
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object_normal_transform(kg, sd, &sd->N);
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object_normal_transform(kg, sd, &sd->Ng);
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#ifdef __DPDU__
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# ifdef __DPDU__
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object_dir_transform(kg, sd, &sd->dPdu);
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object_dir_transform(kg, sd, &sd->dPdv);
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#endif
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# endif
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}
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#endif
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# endif
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/* backfacing test */
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if(backfacing) {
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sd->flag |= SD_BACKFACING;
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sd->Ng = -sd->Ng;
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sd->N = -sd->N;
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#ifdef __DPDU__
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# ifdef __DPDU__
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sd->dPdu = -sd->dPdu;
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sd->dPdv = -sd->dPdv;
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#endif
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# endif
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}
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/* should not get used in principle as the shading will only use a diffuse
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* BSDF, but the shader might still access it */
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sd->I = sd->N;
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#ifdef __RAY_DIFFERENTIALS__
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# ifdef __RAY_DIFFERENTIALS__
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/* differentials */
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differential_dudv(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, sd->Ng);
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/* don't modify dP and dI */
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#endif
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# endif
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}
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#endif
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@@ -296,12 +296,12 @@ ccl_device void shader_setup_from_sample(KernelGlobals *kg,
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#ifdef __DPDU__
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triangle_dPdudv(kg, ccl_fetch(sd, prim), &ccl_fetch(sd, dPdu), &ccl_fetch(sd, dPdv));
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#ifdef __INSTANCING__
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# ifdef __INSTANCING__
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if(instanced) {
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object_dir_transform_auto(kg, sd, &ccl_fetch(sd, dPdu));
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object_dir_transform_auto(kg, sd, &ccl_fetch(sd, dPdv));
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}
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#endif
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# endif
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#endif
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}
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else {
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@@ -1020,12 +1020,12 @@ ccl_device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd,
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/* evaluate shader */
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#ifdef __SVM__
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#ifdef __OSL__
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# ifdef __OSL__
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if(kg->osl) {
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OSLShader::eval_volume(kg, sd, state, path_flag, ctx);
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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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svm_eval_nodes(kg, sd, state, SHADER_TYPE_VOLUME, path_flag);
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}
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@@ -1048,11 +1048,11 @@ ccl_device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd, ccl_
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/* this will modify sd->P */
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#ifdef __SVM__
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#ifdef __OSL__
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# ifdef __OSL__
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if(kg->osl)
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OSLShader::eval_displacement(kg, sd, ctx);
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else
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#endif
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# endif
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{
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svm_eval_nodes(kg, sd, state, SHADER_TYPE_DISPLACEMENT, 0);
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}
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