Blender V2.61 - r43446
Classes | Typedefs | Functions

kernel_path.h File Reference

#include "kernel_differential.h"
#include "kernel_montecarlo.h"
#include "kernel_triangle.h"
#include "kernel_object.h"
#include "kernel_bvh.h"
#include "kernel_camera.h"
#include "kernel_shader.h"
#include "kernel_light.h"
#include "kernel_emission.h"
#include "kernel_random.h"

Go to the source code of this file.

Classes

struct  PathState

Typedefs

typedef CCL_NAMESPACE_BEGIN
struct PathState 
PathState

Functions

__device_inline void path_state_init (PathState *state)
__device_inline void path_state_next (KernelGlobals *kg, PathState *state, int label)
__device_inline uint path_state_ray_visibility (KernelGlobals *kg, PathState *state)
__device_inline float path_state_terminate_probability (KernelGlobals *kg, PathState *state, const float3 throughput)
__device_inline bool shadow_blocked (KernelGlobals *kg, PathState *state, Ray *ray, Intersection *isect, float3 *light_L)
__device float4 kernel_path_integrate (KernelGlobals *kg, RNG *rng, int sample, Ray ray, float3 throughput)
__device void kernel_path_trace (KernelGlobals *kg, __global float4 *buffer, __global uint *rng_state, int sample, int x, int y, int offset, int stride)

Typedef Documentation

typedef CCL_NAMESPACE_BEGIN struct PathState PathState

Function Documentation

__device float4 kernel_path_integrate ( KernelGlobals *  kg,
RNG rng,
int  sample,
Ray  ray,
float3  throughput 
)
__device void kernel_path_trace ( KernelGlobals *  kg,
__global float4 buffer,
__global uint rng_state,
int  sample,
int  x,
int  y,
int  offset,
int  stride 
)
__device_inline void path_state_init ( PathState state)
__device_inline void path_state_next ( KernelGlobals *  kg,
PathState state,
int  label 
)
__device_inline uint path_state_ray_visibility ( KernelGlobals *  kg,
PathState state 
)
__device_inline float path_state_terminate_probability ( KernelGlobals *  kg,
PathState state,
const float3  throughput 
)
__device_inline bool shadow_blocked ( KernelGlobals *  kg,
PathState state,
Ray ray,
Intersection isect,
float3 light_L 
)