Cycles: Cleanup, make some comments easier to read on split editors

This commit is contained in:
Sergey Sharybin
2016-04-11 17:58:16 +02:00
parent ac00c17900
commit 7d033717ad

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@@ -1178,34 +1178,50 @@ typedef ccl_addr_space struct DebugData {
/* Queue names */ /* Queue names */
enum QueueNumber { enum QueueNumber {
QUEUE_ACTIVE_AND_REGENERATED_RAYS = 0, /* All active rays and regenerated rays are enqueued here. */ /* All active rays and regenerated rays are enqueued here. */
QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS = 1, /* All QUEUE_ACTIVE_AND_REGENERATED_RAYS = 0,
/* All
* 1. Background-hit rays, * 1. Background-hit rays,
* 2. Rays that has exited path-iteration but needs to update output buffer * 2. Rays that has exited path-iteration but needs to update output buffer
* 3. Rays to be regenerated * 3. Rays to be regenerated
* are enqueued here. * are enqueued here.
*/ */
QUEUE_SHADOW_RAY_CAST_AO_RAYS = 2, /* All rays for which a shadow ray should be cast to determine radiance QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS = 1,
/* All rays for which a shadow ray should be cast to determine radiance
* contribution for AO are enqueued here. * contribution for AO are enqueued here.
*/ */
QUEUE_SHADOW_RAY_CAST_DL_RAYS = 3, /* All rays for which a shadow ray should be cast to determine radiance QUEUE_SHADOW_RAY_CAST_AO_RAYS = 2,
/* All rays for which a shadow ray should be cast to determine radiance
* contributing for direct lighting are enqueued here. * contributing for direct lighting are enqueued here.
*/ */
QUEUE_SHADOW_RAY_CAST_DL_RAYS = 3,
}; };
/* We use RAY_STATE_MASK to get ray_state (enums 0 to 5) */ /* We use RAY_STATE_MASK to get ray_state (enums 0 to 5) */
#define RAY_STATE_MASK 0x007 #define RAY_STATE_MASK 0x007
#define RAY_FLAG_MASK 0x0F8 #define RAY_FLAG_MASK 0x0F8
enum RayState { enum RayState {
RAY_ACTIVE = 0, // Denotes ray is actively involved in path-iteration /* Denotes ray is actively involved in path-iteration. */
RAY_INACTIVE = 1, // Denotes ray has completed processing all samples and is inactive RAY_ACTIVE = 0,
RAY_UPDATE_BUFFER = 2, // Denoted ray has exited path-iteration and needs to update output buffer /* Denotes ray has completed processing all samples and is inactive. */
RAY_HIT_BACKGROUND = 3, // Donotes ray has hit background RAY_INACTIVE = 1,
RAY_TO_REGENERATE = 4, // Denotes ray has to be regenerated /* Denoted ray has exited path-iteration and needs to update output buffer. */
RAY_REGENERATED = 5, // Denotes ray has been regenerated RAY_UPDATE_BUFFER = 2,
RAY_SKIP_DL = 6, // Denotes ray should skip direct lighting /* Donotes ray has hit background */
RAY_SHADOW_RAY_CAST_AO = 16, // Flag's ray has to execute shadow blocked function in AO part RAY_HIT_BACKGROUND = 3,
RAY_SHADOW_RAY_CAST_DL = 32 // Flag's ray has to execute shadow blocked function in direct lighting part /* Denotes ray has to be regenerated */
RAY_TO_REGENERATE = 4,
/* Denotes ray has been regenerated */
RAY_REGENERATED = 5,
/* Denotes ray should skip direct lighting */
RAY_SKIP_DL = 6,
/* Flag's ray has to execute shadow blocked function in AO part */
RAY_SHADOW_RAY_CAST_AO = 16,
/* Flag's ray has to execute shadow blocked function in direct lighting part. */
RAY_SHADOW_RAY_CAST_DL = 32,
}; };
#define ASSIGN_RAY_STATE(ray_state, ray_index, state) (ray_state[ray_index] = ((ray_state[ray_index] & RAY_FLAG_MASK) | state)) #define ASSIGN_RAY_STATE(ray_state, ray_index, state) (ray_state[ray_index] = ((ray_state[ray_index] & RAY_FLAG_MASK) | state))