Blender V4.3
shade_surface.h File Reference

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Functions

CCL_NAMESPACE_BEGIN ccl_device_forceinline void integrate_surface_shader_setup (KernelGlobals kg, ConstIntegratorState state, ccl_private ShaderData *sd)
 
ccl_device_forceinline float3 integrate_surface_ray_offset (KernelGlobals kg, const ccl_private ShaderData *sd, const float3 ray_P, const float3 ray_D)
 
ccl_device_forceinline bool integrate_surface_holdout (KernelGlobals kg, ConstIntegratorState state, ccl_private ShaderData *sd, ccl_global float *ccl_restrict render_buffer)
 
ccl_device_forceinline void integrate_surface_emission (KernelGlobals kg, IntegratorState state, ccl_private const ShaderData *sd, ccl_global float *ccl_restrict render_buffer)
 
ccl_device int integrate_surface_ray_portal (KernelGlobals kg, IntegratorState state, ccl_private ShaderData *sd, ccl_private const ShaderClosure *sc)
 
ccl_device_inline IntegratorShadowState integrate_direct_light_shadow_init_common (KernelGlobals kg, IntegratorState state, ccl_private const Ray *ccl_restrict ray, const Spectrum bsdf_spectrum, const int light_group, const int mnee_vertex_count)
 
template<uint node_feature_mask>
ccl_device void integrate_surface_direct_light (KernelGlobals kg, IntegratorState state, ccl_private ShaderData *sd, ccl_private const RNGState *rng_state)
 
ccl_device_forceinline int integrate_surface_bsdf_bssrdf_bounce (KernelGlobals kg, IntegratorState state, ccl_private ShaderData *sd, ccl_private const RNGState *rng_state)
 
ccl_device_forceinline bool integrate_surface_terminate (IntegratorState state, const uint32_t path_flag)
 
template<uint node_feature_mask>
ccl_device int integrate_surface (KernelGlobals kg, IntegratorState state, ccl_global float *ccl_restrict render_buffer)
 
template<DeviceKernel current_kernel>
ccl_device_forceinline void integrator_shade_surface_next_kernel (KernelGlobals kg, IntegratorState state)
 
template<uint node_feature_mask = KERNEL_FEATURE_NODE_MASK_SURFACE & ~KERNEL_FEATURE_NODE_RAYTRACE, DeviceKernel current_kernel = DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE>
ccl_device_forceinline void integrator_shade_surface (KernelGlobals kg, IntegratorState state, ccl_global float *ccl_restrict render_buffer)
 
ccl_device_forceinline void integrator_shade_surface_raytrace (KernelGlobals kg, IntegratorState state, ccl_global float *ccl_restrict render_buffer)
 
ccl_device_forceinline void integrator_shade_surface_mnee (KernelGlobals kg, IntegratorState state, ccl_global float *ccl_restrict render_buffer)
 

Function Documentation

◆ integrate_direct_light_shadow_init_common()

◆ integrate_surface()

◆ integrate_surface_bsdf_bssrdf_bounce()

◆ integrate_surface_direct_light()

◆ integrate_surface_emission()

◆ integrate_surface_holdout()

◆ integrate_surface_ray_offset()

◆ integrate_surface_ray_portal()

◆ integrate_surface_shader_setup()

◆ integrate_surface_terminate()

ccl_device_forceinline bool integrate_surface_terminate ( IntegratorState state,
const uint32_t path_flag )

◆ integrator_shade_surface()

template<uint node_feature_mask = KERNEL_FEATURE_NODE_MASK_SURFACE & ~KERNEL_FEATURE_NODE_RAYTRACE, DeviceKernel current_kernel = DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE>
ccl_device_forceinline void integrator_shade_surface ( KernelGlobals kg,
IntegratorState state,
ccl_global float *ccl_restrict render_buffer )

◆ integrator_shade_surface_mnee()

◆ integrator_shade_surface_next_kernel()

◆ integrator_shade_surface_raytrace()