27 if (thread_index < dl_queue_length) {
36 #ifdef __BRANCHED_PATH__
38 if (thread_index == 0) {
57 #if defined(__BRANCHED_PATH__) || defined(__SHADOW_TRICKS__)
58 bool use_branched =
false;
65 # if defined(__BRANCHED_PATH__)
79 kernel_branched_path_surface_connect_light(
80 kg, sd, emission_sd,
state, throughput, 1.0f,
L,
all);
ccl_device_inline void path_radiance_accum_total_light(PathRadiance *L, ccl_addr_space PathState *state, float3 throughput, const BsdfEval *bsdf_eval)
ccl_device_inline void path_radiance_accum_light(KernelGlobals *kg, PathRadiance *L, ccl_addr_space PathState *state, float3 throughput, BsdfEval *bsdf_eval, float3 shadow, float shadow_fac, bool is_lamp)
#define ccl_global_size(d)
#define CCL_NAMESPACE_END
ccl_device int get_ray_index(KernelGlobals *kg, int thread_index, int queue_number, ccl_global int *queues, int queuesize, int empty_queue)
ccl_device_inline bool shadow_blocked(KernelGlobals *kg, ShaderData *sd, ShaderData *shadow_sd, ccl_addr_space PathState *state, Ray *ray, float3 *shadow)
CCL_NAMESPACE_BEGIN ccl_device void kernel_shadow_blocked_dl(KernelGlobals *kg)
#define kernel_split_params
#define kernel_split_sd(sd, ray_index)
#define kernel_split_state
#define IS_FLAG(ray_state, ray_index, flag)
#define AS_SHADER_DATA(shader_data_tiny_storage)
@ PATH_RAY_SHADOW_CATCHER
@ QUEUE_SHADOW_RAY_CAST_DL_RAYS
#define CCL_LOCAL_MEM_FENCE
#define ccl_barrier(flags)
__forceinline bool all(const avxb &b)