Cleanup: Style in for loops header.
authorThomas Dinges <blender@dingto.org>
Sun, 28 Jun 2015 22:56:04 +0000 (00:56 +0200)
committerThomas Dinges <blender@dingto.org>
Sun, 28 Jun 2015 22:56:04 +0000 (00:56 +0200)
intern/cycles/kernel/kernel_path_branched.h
intern/cycles/kernel/kernel_shader.h

index ae8a9c9106857b44d4f9d2b3ec8e00d68ef2cb9c..b6d64985f6ad725fcdd2aed82cab6bea482241cc 100644 (file)
@@ -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))
index 077c86fe38e382d59f0712ad36312927075db06d..94e13028599abe8015d9fc5420f8a04767d70020 100644 (file)
@@ -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;