Commit: e6f7f36e408ad313f1a89e78d0fc62c3e5bc8d07 Author: Thomas Dinges Date: Mon Jun 29 00:56:04 2015 +0200 Branches: master https://developer.blender.org/rBe6f7f36e408ad313f1a89e78d0fc62c3e5bc8d07
Cleanup: Style in for loops header. =================================================================== M intern/cycles/kernel/kernel_path_branched.h M intern/cycles/kernel/kernel_shader.h =================================================================== diff --git a/intern/cycles/kernel/kernel_path_branched.h b/intern/cycles/kernel/kernel_path_branched.h index ae8a9c9..b6d6498 100644 --- a/intern/cycles/kernel/kernel_path_branched.h +++ b/intern/cycles/kernel/kernel_path_branched.h @@ -61,7 +61,7 @@ ccl_device_noinline void kernel_branched_path_surface_indirect_light(KernelGloba RNG *rng, ShaderData *sd, float3 throughput, float num_samples_adjust, PathState *state, PathRadiance *L) { - for(int i = 0; i< ccl_fetch(sd, num_closure); i++) { + for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { const ShaderClosure *sc = &ccl_fetch(sd, closure)[i]; if(!CLOSURE_IS_BSDF(sc->type)) @@ -113,7 +113,7 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg, Ray *ray, float3 throughput) { - for(int i = 0; i< ccl_fetch(sd, num_closure); i++) { + for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { ShaderClosure *sc = &ccl_fetch(sd, closure)[i]; if(!CLOSURE_IS_BSSRDF(sc->type)) diff --git a/intern/cycles/kernel/kernel_shader.h b/intern/cycles/kernel/kernel_shader.h index 077c86f..94e1302 100644 --- a/intern/cycles/kernel/kernel_shader.h +++ b/intern/cycles/kernel/kernel_shader.h @@ -494,7 +494,7 @@ ccl_device_inline void _shader_bsdf_multi_eval(KernelGlobals *kg, const ShaderDa { /* this is the veach one-sample model with balance heuristic, some pdf * factors drop out when using balance heuristic weighting */ - for(int i = 0; i< ccl_fetch(sd, num_closure); i++) { + for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { if(i == skip_bsdf) continue; @@ -599,7 +599,7 @@ ccl_device int shader_bsdf_sample_closure(KernelGlobals *kg, const ShaderData *s ccl_device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughness) { - for(int i = 0; i< ccl_fetch(sd, num_closure); i++) { + for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { ShaderClosure *sc = ccl_fetch_array(sd, closure, i); if(CLOSURE_IS_BSDF(sc->type)) @@ -614,7 +614,7 @@ ccl_device float3 shader_bsdf_transparency(KernelGlobals *kg, ShaderData *sd) float3 eval = make_float3(0.0f, 0.0f, 0.0f); - for(int i = 0; i< ccl_fetch(sd, num_closure); i++) { + for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { ShaderClosure *sc = ccl_fetch_array(sd, closure, i); if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) // todo: make this work for osl @@ -638,7 +638,7 @@ ccl_device float3 shader_bsdf_diffuse(KernelGlobals *kg, ShaderData *sd) { float3 eval = make_float3(0.0f, 0.0f, 0.0f); - for(int i = 0; i< ccl_fetch(sd, num_closure); i++) { + for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { ShaderClosure *sc = ccl_fetch_array(sd, closure, i); if(CLOSURE_IS_BSDF_DIFFUSE(sc->type)) @@ -652,7 +652,7 @@ ccl_device float3 shader_bsdf_glossy(KernelGlobals *kg, ShaderData *sd) { float3 eval = make_float3(0.0f, 0.0f, 0.0f); - for(int i = 0; i< ccl_fetch(sd, num_closure); i++) { + for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { ShaderClosure *sc = ccl_fetch_array(sd, closure, i); if(CLOSURE_IS_BSDF_GLOSSY(sc->type)) @@ -666,7 +666,7 @@ ccl_device float3 shader_bsdf_transmission(KernelGlobals *kg, ShaderData *sd) { float3 eval = make_float3(0.0f, 0.0f, 0.0f); - for(int i = 0; i< ccl_fetch(sd, num_closure); i++) { + for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { ShaderClosure *sc = ccl_fetch_array(sd, closure, i); if(CLOSURE_IS_BSDF_TRANSMISSION(sc->type)) @@ -680,7 +680,7 @@ ccl_device float3 shader_bsdf_subsurface(KernelGlobals *kg, ShaderData *sd) { float3 eval = make_float3(0.0f, 0.0f, 0.0f); - for(int i = 0; i< ccl_fetch(sd, num_closure); i++) { + for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { ShaderClosure *sc = ccl_fetch_array(sd, closure, i); if(CLOSURE_IS_BSSRDF(sc->type) || CLOSURE_IS_BSDF_BSSRDF(sc->type)) @@ -695,7 +695,7 @@ ccl_device float3 shader_bsdf_ao(KernelGlobals *kg, ShaderData *sd, float ao_fac float3 eval = make_float3(0.0f, 0.0f, 0.0f); float3 N = make_float3(0.0f, 0.0f, 0.0f); - for(int i = 0; i< ccl_fetch(sd, num_closure); i++) { + for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { ShaderClosure *sc = ccl_fetch_array(sd, closure, i); if(CLOSURE_IS_BSDF_DIFFUSE(sc->type)) { @@ -723,7 +723,7 @@ ccl_device float3 shader_bssrdf_sum(ShaderData *sd, float3 *N_, float *texture_b float3 N = make_float3(0.0f, 0.0f, 0.0f); float texture_blur = 0.0f, weight_sum = 0.0f; - for(int i = 0; i< ccl_fetch(sd, num_closure); i++) { + for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { ShaderClosure *sc = ccl_fetch_array(sd, closure, i); if(CLOSURE_IS_BSSRDF(sc->type)) { @@ -829,7 +829,7 @@ ccl_device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int float3 eval = make_float3(0.0f, 0.0f, 0.0f); - for(int i = 0; i< ccl_fetch(sd, num_closure); i++) { + for(int i = 0; i < ccl_fetch(sd, num_closure); i++) { const ShaderClosure *sc = ccl_fetch_array(sd, closure, i); if(CLOSURE_IS_BACKGROUND(sc->type)) @@ -850,7 +850,7 @@ ccl_device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int ccl_device_inline void _shader_volume_phase_multi_eval(const ShaderData *sd, const float3 omega_in, float *pdf, int skip_phase, BsdfEval *result_eval, float sum_pdf, float sum_sample_weight) { - for(int i = 0; i< sd->num_closure; i++) { + for(int i = 0; i < sd->num_closure; i++) { if(i == skip_phase) continue; _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs