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:
Sergey Sharybin
2016-02-12 18:33:43 +01:00
parent 0e47e0cc9e
commit 700722f686
43 changed files with 649 additions and 639 deletions

View File

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