ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
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@@ -18,69 +18,72 @@ CCL_NAMESPACE_BEGIN
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ccl_device ShaderClosure *closure_alloc(ShaderData *sd, int size, ClosureType type, float3 weight)
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{
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kernel_assert(size <= sizeof(ShaderClosure));
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kernel_assert(size <= sizeof(ShaderClosure));
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if(sd->num_closure_left == 0)
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return NULL;
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if (sd->num_closure_left == 0)
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return NULL;
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ShaderClosure *sc = &sd->closure[sd->num_closure];
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ShaderClosure *sc = &sd->closure[sd->num_closure];
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sc->type = type;
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sc->weight = weight;
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sc->type = type;
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sc->weight = weight;
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sd->num_closure++;
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sd->num_closure_left--;
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sd->num_closure++;
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sd->num_closure_left--;
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return sc;
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return sc;
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}
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ccl_device ccl_addr_space void *closure_alloc_extra(ShaderData *sd, int size)
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{
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/* Allocate extra space for closure that need more parameters. We allocate
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* in chunks of sizeof(ShaderClosure) starting from the end of the closure
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* array.
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*
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* This lets us keep the same fast array iteration over closures, as we
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* found linked list iteration and iteration with skipping to be slower. */
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int num_extra = ((size + sizeof(ShaderClosure) - 1) / sizeof(ShaderClosure));
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/* Allocate extra space for closure that need more parameters. We allocate
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* in chunks of sizeof(ShaderClosure) starting from the end of the closure
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* array.
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*
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* This lets us keep the same fast array iteration over closures, as we
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* found linked list iteration and iteration with skipping to be slower. */
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int num_extra = ((size + sizeof(ShaderClosure) - 1) / sizeof(ShaderClosure));
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if(num_extra > sd->num_closure_left) {
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/* Remove previous closure if it was allocated. */
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sd->num_closure--;
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sd->num_closure_left++;
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return NULL;
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}
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if (num_extra > sd->num_closure_left) {
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/* Remove previous closure if it was allocated. */
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sd->num_closure--;
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sd->num_closure_left++;
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return NULL;
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}
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sd->num_closure_left -= num_extra;
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return (ccl_addr_space void*)(sd->closure + sd->num_closure + sd->num_closure_left);
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sd->num_closure_left -= num_extra;
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return (ccl_addr_space void *)(sd->closure + sd->num_closure + sd->num_closure_left);
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}
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ccl_device_inline ShaderClosure *bsdf_alloc(ShaderData *sd, int size, float3 weight)
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{
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ShaderClosure *sc = closure_alloc(sd, size, CLOSURE_NONE_ID, weight);
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ShaderClosure *sc = closure_alloc(sd, size, CLOSURE_NONE_ID, weight);
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if(sc == NULL)
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return NULL;
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if (sc == NULL)
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return NULL;
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float sample_weight = fabsf(average(weight));
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sc->sample_weight = sample_weight;
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return (sample_weight >= CLOSURE_WEIGHT_CUTOFF) ? sc : NULL;
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float sample_weight = fabsf(average(weight));
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sc->sample_weight = sample_weight;
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return (sample_weight >= CLOSURE_WEIGHT_CUTOFF) ? sc : NULL;
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}
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#ifdef __OSL__
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ccl_device_inline ShaderClosure *bsdf_alloc_osl(ShaderData *sd, int size, float3 weight, void *data)
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ccl_device_inline ShaderClosure *bsdf_alloc_osl(ShaderData *sd,
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int size,
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float3 weight,
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void *data)
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{
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ShaderClosure *sc = closure_alloc(sd, size, CLOSURE_NONE_ID, weight);
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ShaderClosure *sc = closure_alloc(sd, size, CLOSURE_NONE_ID, weight);
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if(!sc)
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return NULL;
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if (!sc)
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return NULL;
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memcpy((void *)sc, data, size);
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memcpy((void *)sc, data, size);
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float sample_weight = fabsf(average(weight));
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sc->weight = weight;
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sc->sample_weight = sample_weight;
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return (sample_weight >= CLOSURE_WEIGHT_CUTOFF) ? sc : NULL;
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float sample_weight = fabsf(average(weight));
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sc->weight = weight;
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sc->sample_weight = sample_weight;
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return (sample_weight >= CLOSURE_WEIGHT_CUTOFF) ? sc : NULL;
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}
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#endif
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