Blender  V2.93
Functions
kernel_path.h File Reference
#include "kernel/kernel_random.h"
#include "kernel/kernel_projection.h"
#include "kernel/kernel_montecarlo.h"
#include "kernel/kernel_differential.h"
#include "kernel/kernel_camera.h"
#include "kernel/geom/geom.h"
#include "kernel/bvh/bvh.h"
#include "kernel/kernel_write_passes.h"
#include "kernel/kernel_accumulate.h"
#include "kernel/kernel_shader.h"
#include "kernel/kernel_light.h"
#include "kernel/kernel_adaptive_sampling.h"
#include "kernel/kernel_passes.h"
#include "kernel/kernel_path_state.h"
#include "kernel/kernel_shadow.h"
#include "kernel/kernel_emission.h"
#include "kernel/kernel_path_common.h"
#include "kernel/kernel_path_surface.h"
#include "kernel/kernel_path_volume.h"
#include "kernel/kernel_path_subsurface.h"

Go to the source code of this file.

Functions

CCL_NAMESPACE_BEGIN ccl_device_forceinline bool kernel_path_scene_intersect (KernelGlobals *kg, ccl_addr_space PathState *state, Ray *ray, Intersection *isect, PathRadiance *L)
 
ccl_device_forceinline void kernel_path_lamp_emission (KernelGlobals *kg, ccl_addr_space PathState *state, Ray *ray, float3 throughput, ccl_addr_space Intersection *isect, ShaderData *emission_sd, PathRadiance *L)
 
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_forceinline bool kernel_path_shader_apply (KernelGlobals *kg, ShaderData *sd, ccl_addr_space PathState *state, ccl_addr_space Ray *ray, float3 throughput, ShaderData *emission_sd, PathRadiance *L, ccl_global float *buffer)
 
ccl_device_noinline void kernel_path_ao (KernelGlobals *kg, ShaderData *sd, ShaderData *emission_sd, PathRadiance *L, ccl_addr_space PathState *state, float3 throughput, float3 ao_alpha)
 
ccl_device_forceinline void kernel_path_integrate (KernelGlobals *kg, PathState *state, float3 throughput, Ray *ray, PathRadiance *L, ccl_global float *buffer, ShaderData *emission_sd)
 
ccl_device void kernel_path_trace (KernelGlobals *kg, ccl_global float *buffer, int sample, int x, int y, int offset, int stride)
 

Function Documentation

◆ kernel_path_ao()

ccl_device_noinline void kernel_path_ao ( KernelGlobals *  kg,
ShaderData sd,
ShaderData emission_sd,
PathRadiance L,
ccl_addr_space PathState state,
float3  throughput,
float3  ao_alpha 
)

◆ kernel_path_background()

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 
)

◆ kernel_path_integrate()

ccl_device_forceinline void kernel_path_integrate ( KernelGlobals *  kg,
PathState state,
float3  throughput,
Ray ray,
PathRadiance L,
ccl_global float buffer,
ShaderData emission_sd 
)

◆ kernel_path_lamp_emission()

ccl_device_forceinline void kernel_path_lamp_emission ( KernelGlobals *  kg,
ccl_addr_space PathState state,
Ray ray,
float3  throughput,
ccl_addr_space Intersection isect,
ShaderData emission_sd,
PathRadiance L 
)

◆ kernel_path_scene_intersect()

CCL_NAMESPACE_BEGIN ccl_device_forceinline bool kernel_path_scene_intersect ( KernelGlobals *  kg,
ccl_addr_space PathState state,
Ray ray,
Intersection isect,
PathRadiance L 
)

◆ kernel_path_shader_apply()

ccl_device_forceinline bool kernel_path_shader_apply ( KernelGlobals *  kg,
ShaderData sd,
ccl_addr_space PathState state,
ccl_addr_space Ray ray,
float3  throughput,
ShaderData emission_sd,
PathRadiance L,
ccl_global float buffer 
)

◆ kernel_path_trace()

ccl_device void kernel_path_trace ( KernelGlobals *  kg,
ccl_global float buffer,
int  sample,
int  x,
int  y,
int  offset,
int  stride 
)