Blender  V3.3
Functions
shade_surface.h File Reference
#include "kernel/film/accumulate.h"
#include "kernel/film/passes.h"
#include "kernel/integrator/mnee.h"
#include "kernel/integrator/path_state.h"
#include "kernel/integrator/shader_eval.h"
#include "kernel/integrator/subsurface.h"
#include "kernel/integrator/volume_stack.h"
#include "kernel/light/light.h"
#include "kernel/light/sample.h"

Go to the source code of this file.

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 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 bool integrate_surface (KernelGlobals kg, IntegratorState state, ccl_global float *ccl_restrict render_buffer)
 
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_surface()

template<uint node_feature_mask>
ccl_device bool integrate_surface ( KernelGlobals  kg,
IntegratorState  state,
ccl_global float *ccl_restrict  render_buffer 
)

◆ integrate_surface_bsdf_bssrdf_bounce()

ccl_device_forceinline int integrate_surface_bsdf_bssrdf_bounce ( KernelGlobals  kg,
IntegratorState  state,
ccl_private ShaderData sd,
ccl_private const RNGState rng_state 
)

◆ integrate_surface_ray_offset()

ccl_device_forceinline float3 integrate_surface_ray_offset ( KernelGlobals  kg,
const ccl_private ShaderData sd,
const float3  ray_P,
const float3  ray_D 
)

◆ integrate_surface_shader_setup()

CCL_NAMESPACE_BEGIN ccl_device_forceinline void integrate_surface_shader_setup ( KernelGlobals  kg,
ConstIntegratorState  state,
ccl_private ShaderData sd 
)

◆ 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()

ccl_device_forceinline void integrator_shade_surface_mnee ( KernelGlobals  kg,
IntegratorState  state,
ccl_global float *ccl_restrict  render_buffer 
)

◆ integrator_shade_surface_raytrace()

ccl_device_forceinline void integrator_shade_surface_raytrace ( KernelGlobals  kg,
IntegratorState  state,
ccl_global float *ccl_restrict  render_buffer 
)