Cleanup: Use full name for the primitive_type
Makes it extra clear locally type of what the variable contains: primitive, ray, or something else.
This commit is contained in:
committed by
Sergey Sharybin
parent
72542f3bb4
commit
cdb3f34944
@@ -299,7 +299,7 @@ ccl_device_inline bool point_custom_intersect(const hiprtRay &ray,
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const int prim_id_local = prim_info.x;
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const int prim_id_global = prim_id_local + prim_offset;
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const int type = prim_info.y;
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const int primitive_type = prim_info.y;
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# ifdef __SHADOW_LINKING__
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if (intersection_skip_shadow_link(nullptr, payload->self, object_id)) {
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@@ -313,7 +313,7 @@ ccl_device_inline bool point_custom_intersect(const hiprtRay &ray,
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const float ray_time = payload->ray_time;
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if ((type & PRIMITIVE_MOTION_POINT) && kernel_data.bvh.use_bvh_steps) {
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if ((primitive_type & PRIMITIVE_MOTION_POINT) && kernel_data.bvh.use_bvh_steps) {
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const int time_offset = kernel_data_fetch(prim_time_offset, object_id);
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const float2 prims_time = kernel_data_fetch(prims_time, hit.primID + time_offset);
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if (ray_time < prims_time.x || ray_time > prims_time.y) {
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@@ -331,7 +331,7 @@ ccl_device_inline bool point_custom_intersect(const hiprtRay &ray,
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object_id,
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prim_id_global,
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ray_time,
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type);
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primitive_type);
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if (b_hit) {
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hit.uv.x = isect.u;
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@@ -412,13 +412,13 @@ ccl_device_inline bool shadow_intersection_filter(const hiprtRay &ray,
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const float u = hit.uv.x;
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const float v = hit.uv.y;
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const int type = kernel_data_fetch(objects, object).primitive_type;
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const int primitive_type = kernel_data_fetch(objects, object).primitive_type;
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# ifndef __TRANSPARENT_SHADOWS__
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return false;
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# else
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if (num_hits >= max_hits ||
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!(intersection_get_shader_flags(nullptr, prim, type) & SD_HAS_TRANSPARENT_SHADOW))
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!(intersection_get_shader_flags(nullptr, prim, primitive_type) & SD_HAS_TRANSPARENT_SHADOW))
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{
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return false;
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}
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@@ -453,7 +453,7 @@ ccl_device_inline bool shadow_intersection_filter(const hiprtRay &ray,
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INTEGRATOR_STATE_ARRAY_WRITE(state, shadow_isect, record_index, t) = ray_tmax;
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INTEGRATOR_STATE_ARRAY_WRITE(state, shadow_isect, record_index, prim) = prim;
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INTEGRATOR_STATE_ARRAY_WRITE(state, shadow_isect, record_index, object) = object;
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INTEGRATOR_STATE_ARRAY_WRITE(state, shadow_isect, record_index, type) = type;
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INTEGRATOR_STATE_ARRAY_WRITE(state, shadow_isect, record_index, type) = primitive_type;
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return true;
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# endif /* __TRANSPARENT_SHADOWS__ */
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@@ -504,19 +504,19 @@ ccl_device_inline bool shadow_intersection_filter_curves(const hiprtRay &ray,
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return true; /* Continue traversal. */
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}
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const int type = payload->prim_type;
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const int primitive_type = payload->prim_type;
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# ifndef __TRANSPARENT_SHADOWS__
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return false;
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# else
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if (num_hits >= max_hits ||
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!(intersection_get_shader_flags(nullptr, prim, type) & SD_HAS_TRANSPARENT_SHADOW))
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!(intersection_get_shader_flags(nullptr, prim, primitive_type) & SD_HAS_TRANSPARENT_SHADOW))
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{
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return false;
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}
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float throughput = *payload->r_throughput;
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throughput *= intersection_curve_shadow_transparency(kg, object, prim, type, u);
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throughput *= intersection_curve_shadow_transparency(kg, object, prim, primitive_type, u);
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*payload->r_throughput = throughput;
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payload->num_hits += 1;
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