#define ccl_global_size(d)
#define CCL_NAMESPACE_END
CCL_NAMESPACE_BEGIN ccl_device void kernel_indirect_background(KernelGlobals *kg)
ccl_device_forceinline void kernel_path_background(KernelGlobals *kg, ccl_addr_space PathState *state, ccl_addr_space Ray *ray, float3 throughput, ShaderData *sd, ccl_global float *buffer, PathRadiance *L)
ccl_device_inline bool path_state_ao_bounce(KernelGlobals *kg, ccl_addr_space PathState *state)
ccl_device int get_ray_index(KernelGlobals *kg, int thread_index, int queue_number, ccl_global int *queues, int queuesize, int empty_queue)
CCL_NAMESPACE_BEGIN ccl_device_inline void kernel_split_path_end(KernelGlobals *kg, int ray_index)
#define kernel_split_params
#define kernel_split_sd(sd, ray_index)
#define kernel_split_state
__kernel void ccl_constant KernelData ccl_global void ccl_global char ccl_global int ccl_global char ccl_global unsigned int ccl_global float * buffer
__kernel void ccl_constant KernelData ccl_global void ccl_global char * ray_state
#define IS_STATE(ray_state, ray_index, state)
@ QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS
@ QUEUE_ACTIVE_AND_REGENERATED_RAYS