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authorCian Jinks <cjinks99@gmail.com>2021-09-22 17:09:31 +0300
committerCian Jinks <cjinks99@gmail.com>2021-09-22 17:09:31 +0300
commite734491048ef2436af41e272b8900f20785ecbe6 (patch)
tree8cee3fc068c782c0ba8cb9a581e768968c565569 /intern/cycles/kernel/integrator/integrator_shade_surface.h
parentf21cd0881948f6eaf16af0b354cd904df7407bda (diff)
parent204b01a254ac2445fea217e5211b2ed6aef631ca (diff)
Merge branch 'master' into soc-2021-knife-toolssoc-2021-knife-tools
Diffstat (limited to 'intern/cycles/kernel/integrator/integrator_shade_surface.h')
-rw-r--r--intern/cycles/kernel/integrator/integrator_shade_surface.h502
1 files changed, 502 insertions, 0 deletions
diff --git a/intern/cycles/kernel/integrator/integrator_shade_surface.h b/intern/cycles/kernel/integrator/integrator_shade_surface.h
new file mode 100644
index 00000000000..73b7cad32be
--- /dev/null
+++ b/intern/cycles/kernel/integrator/integrator_shade_surface.h
@@ -0,0 +1,502 @@
+/*
+ * Copyright 2011-2021 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#pragma once
+
+#include "kernel/kernel_accumulate.h"
+#include "kernel/kernel_emission.h"
+#include "kernel/kernel_light.h"
+#include "kernel/kernel_passes.h"
+#include "kernel/kernel_path_state.h"
+#include "kernel/kernel_shader.h"
+
+#include "kernel/integrator/integrator_subsurface.h"
+#include "kernel/integrator/integrator_volume_stack.h"
+
+CCL_NAMESPACE_BEGIN
+
+ccl_device_forceinline void integrate_surface_shader_setup(INTEGRATOR_STATE_CONST_ARGS,
+ ShaderData *sd)
+{
+ Intersection isect ccl_optional_struct_init;
+ integrator_state_read_isect(INTEGRATOR_STATE_PASS, &isect);
+
+ Ray ray ccl_optional_struct_init;
+ integrator_state_read_ray(INTEGRATOR_STATE_PASS, &ray);
+
+ shader_setup_from_ray(kg, sd, &ray, &isect);
+}
+
+#ifdef __HOLDOUT__
+ccl_device_forceinline bool integrate_surface_holdout(INTEGRATOR_STATE_CONST_ARGS,
+ ShaderData *sd,
+ ccl_global float *ccl_restrict render_buffer)
+{
+ /* Write holdout transparency to render buffer and stop if fully holdout. */
+ const uint32_t path_flag = INTEGRATOR_STATE(path, flag);
+
+ if (((sd->flag & SD_HOLDOUT) || (sd->object_flag & SD_OBJECT_HOLDOUT_MASK)) &&
+ (path_flag & PATH_RAY_TRANSPARENT_BACKGROUND)) {
+ const float3 holdout_weight = shader_holdout_apply(kg, sd);
+ if (kernel_data.background.transparent) {
+ const float3 throughput = INTEGRATOR_STATE(path, throughput);
+ const float transparent = average(holdout_weight * throughput);
+ kernel_accum_transparent(INTEGRATOR_STATE_PASS, transparent, render_buffer);
+ }
+ if (isequal_float3(holdout_weight, one_float3())) {
+ return false;
+ }
+ }
+
+ return true;
+}
+#endif /* __HOLDOUT__ */
+
+#ifdef __EMISSION__
+ccl_device_forceinline void integrate_surface_emission(INTEGRATOR_STATE_CONST_ARGS,
+ const ShaderData *sd,
+ ccl_global float *ccl_restrict
+ render_buffer)
+{
+ const uint32_t path_flag = INTEGRATOR_STATE(path, flag);
+
+ /* Evaluate emissive closure. */
+ float3 L = shader_emissive_eval(sd);
+
+# ifdef __HAIR__
+ if (!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_USE_MIS) &&
+ (sd->type & PRIMITIVE_ALL_TRIANGLE))
+# else
+ if (!(path_flag & PATH_RAY_MIS_SKIP) && (sd->flag & SD_USE_MIS))
+# endif
+ {
+ const float bsdf_pdf = INTEGRATOR_STATE(path, mis_ray_pdf);
+ const float t = sd->ray_length + INTEGRATOR_STATE(path, mis_ray_t);
+
+ /* Multiple importance sampling, get triangle light pdf,
+ * and compute weight with respect to BSDF pdf. */
+ float pdf = triangle_light_pdf(kg, sd, t);
+ float mis_weight = power_heuristic(bsdf_pdf, pdf);
+
+ L *= mis_weight;
+ }
+
+ const float3 throughput = INTEGRATOR_STATE(path, throughput);
+ kernel_accum_emission(INTEGRATOR_STATE_PASS, throughput, L, render_buffer);
+}
+#endif /* __EMISSION__ */
+
+#ifdef __EMISSION__
+/* Path tracing: sample point on light and evaluate light shader, then
+ * queue shadow ray to be traced. */
+ccl_device_forceinline void integrate_surface_direct_light(INTEGRATOR_STATE_ARGS,
+ ShaderData *sd,
+ const RNGState *rng_state)
+{
+ /* Test if there is a light or BSDF that needs direct light. */
+ if (!(kernel_data.integrator.use_direct_light && (sd->flag & SD_BSDF_HAS_EVAL))) {
+ return;
+ }
+
+ /* Sample position on a light. */
+ LightSample ls ccl_optional_struct_init;
+ {
+ const int path_flag = INTEGRATOR_STATE(path, flag);
+ const uint bounce = INTEGRATOR_STATE(path, bounce);
+ float light_u, light_v;
+ path_state_rng_2D(kg, rng_state, PRNG_LIGHT_U, &light_u, &light_v);
+
+ if (!light_distribution_sample_from_position(
+ kg, light_u, light_v, sd->time, sd->P, bounce, path_flag, &ls)) {
+ return;
+ }
+ }
+
+ kernel_assert(ls.pdf != 0.0f);
+
+ /* Evaluate light shader.
+ *
+ * TODO: can we reuse sd memory? In theory we can move this after
+ * integrate_surface_bounce, evaluate the BSDF, and only then evaluate
+ * the light shader. This could also move to its own kernel, for
+ * non-constant light sources. */
+ ShaderDataTinyStorage emission_sd_storage;
+ ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage);
+ const float3 light_eval = light_sample_shader_eval(
+ INTEGRATOR_STATE_PASS, emission_sd, &ls, sd->time);
+ if (is_zero(light_eval)) {
+ return;
+ }
+
+ /* Evaluate BSDF. */
+ const bool is_transmission = shader_bsdf_is_transmission(sd, ls.D);
+
+ BsdfEval bsdf_eval ccl_optional_struct_init;
+ const float bsdf_pdf = shader_bsdf_eval(kg, sd, ls.D, is_transmission, &bsdf_eval, ls.shader);
+ bsdf_eval_mul3(&bsdf_eval, light_eval / ls.pdf);
+
+ if (ls.shader & SHADER_USE_MIS) {
+ const float mis_weight = power_heuristic(ls.pdf, bsdf_pdf);
+ bsdf_eval_mul(&bsdf_eval, mis_weight);
+ }
+
+ /* Path termination. */
+ const float terminate = path_state_rng_light_termination(kg, rng_state);
+ if (light_sample_terminate(kg, &ls, &bsdf_eval, terminate)) {
+ return;
+ }
+
+ /* Create shadow ray. */
+ Ray ray ccl_optional_struct_init;
+ light_sample_to_surface_shadow_ray(kg, sd, &ls, &ray);
+ const bool is_light = light_sample_is_light(&ls);
+
+ /* Copy volume stack and enter/exit volume. */
+ integrator_state_copy_volume_stack_to_shadow(INTEGRATOR_STATE_PASS);
+
+ if (is_transmission) {
+# ifdef __VOLUME__
+ shadow_volume_stack_enter_exit(INTEGRATOR_STATE_PASS, sd);
+# endif
+ }
+
+ /* Write shadow ray and associated state to global memory. */
+ integrator_state_write_shadow_ray(INTEGRATOR_STATE_PASS, &ray);
+
+ /* Copy state from main path to shadow path. */
+ const uint16_t bounce = INTEGRATOR_STATE(path, bounce);
+ const uint16_t transparent_bounce = INTEGRATOR_STATE(path, transparent_bounce);
+ uint32_t shadow_flag = INTEGRATOR_STATE(path, flag);
+ shadow_flag |= (is_light) ? PATH_RAY_SHADOW_FOR_LIGHT : 0;
+ shadow_flag |= (is_transmission) ? PATH_RAY_TRANSMISSION_PASS : PATH_RAY_REFLECT_PASS;
+ const float3 throughput = INTEGRATOR_STATE(path, throughput) * bsdf_eval_sum(&bsdf_eval);
+
+ if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) {
+ const float3 diffuse_glossy_ratio = (bounce == 0) ?
+ bsdf_eval_diffuse_glossy_ratio(&bsdf_eval) :
+ INTEGRATOR_STATE(path, diffuse_glossy_ratio);
+ INTEGRATOR_STATE_WRITE(shadow_path, diffuse_glossy_ratio) = diffuse_glossy_ratio;
+ }
+
+ INTEGRATOR_STATE_WRITE(shadow_path, flag) = shadow_flag;
+ INTEGRATOR_STATE_WRITE(shadow_path, bounce) = bounce;
+ INTEGRATOR_STATE_WRITE(shadow_path, transparent_bounce) = transparent_bounce;
+ INTEGRATOR_STATE_WRITE(shadow_path, throughput) = throughput;
+
+ if (kernel_data.kernel_features & KERNEL_FEATURE_SHADOW_PASS) {
+ INTEGRATOR_STATE_WRITE(shadow_path, unshadowed_throughput) = throughput;
+ }
+
+ /* Branch off shadow kernel. */
+ INTEGRATOR_SHADOW_PATH_INIT(DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW);
+}
+#endif
+
+/* Path tracing: bounce off or through surface with new direction. */
+ccl_device_forceinline int integrate_surface_bsdf_bssrdf_bounce(INTEGRATOR_STATE_ARGS,
+ ShaderData *sd,
+ const RNGState *rng_state)
+{
+ /* Sample BSDF or BSSRDF. */
+ if (!(sd->flag & (SD_BSDF | SD_BSSRDF))) {
+ return LABEL_NONE;
+ }
+
+ float bsdf_u, bsdf_v;
+ path_state_rng_2D(kg, rng_state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
+ const ShaderClosure *sc = shader_bsdf_bssrdf_pick(sd, &bsdf_u);
+
+#ifdef __SUBSURFACE__
+ /* BSSRDF closure, we schedule subsurface intersection kernel. */
+ if (CLOSURE_IS_BSSRDF(sc->type)) {
+ return subsurface_bounce(INTEGRATOR_STATE_PASS, sd, sc);
+ }
+#endif
+
+ /* BSDF closure, sample direction. */
+ float bsdf_pdf;
+ BsdfEval bsdf_eval ccl_optional_struct_init;
+ float3 bsdf_omega_in ccl_optional_struct_init;
+ differential3 bsdf_domega_in ccl_optional_struct_init;
+ int label;
+
+ label = shader_bsdf_sample_closure(
+ kg, sd, sc, bsdf_u, bsdf_v, &bsdf_eval, &bsdf_omega_in, &bsdf_domega_in, &bsdf_pdf);
+
+ if (bsdf_pdf == 0.0f || bsdf_eval_is_zero(&bsdf_eval)) {
+ return LABEL_NONE;
+ }
+
+ /* Setup ray. Note that clipping works through transparent bounces. */
+ INTEGRATOR_STATE_WRITE(ray, P) = ray_offset(sd->P, (label & LABEL_TRANSMIT) ? -sd->Ng : sd->Ng);
+ INTEGRATOR_STATE_WRITE(ray, D) = normalize(bsdf_omega_in);
+ INTEGRATOR_STATE_WRITE(ray, t) = (label & LABEL_TRANSPARENT) ?
+ INTEGRATOR_STATE(ray, t) - sd->ray_length :
+ FLT_MAX;
+
+#ifdef __RAY_DIFFERENTIALS__
+ INTEGRATOR_STATE_WRITE(ray, dP) = differential_make_compact(sd->dP);
+ INTEGRATOR_STATE_WRITE(ray, dD) = differential_make_compact(bsdf_domega_in);
+#endif
+
+ /* Update throughput. */
+ float3 throughput = INTEGRATOR_STATE(path, throughput);
+ throughput *= bsdf_eval_sum(&bsdf_eval) / bsdf_pdf;
+ INTEGRATOR_STATE_WRITE(path, throughput) = throughput;
+
+ if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) {
+ if (INTEGRATOR_STATE(path, bounce) == 0) {
+ INTEGRATOR_STATE_WRITE(path,
+ diffuse_glossy_ratio) = bsdf_eval_diffuse_glossy_ratio(&bsdf_eval);
+ }
+ }
+
+ /* Update path state */
+ if (label & LABEL_TRANSPARENT) {
+ INTEGRATOR_STATE_WRITE(path, mis_ray_t) += sd->ray_length;
+ }
+ else {
+ INTEGRATOR_STATE_WRITE(path, mis_ray_pdf) = bsdf_pdf;
+ INTEGRATOR_STATE_WRITE(path, mis_ray_t) = 0.0f;
+ INTEGRATOR_STATE_WRITE(path, min_ray_pdf) = fminf(bsdf_pdf,
+ INTEGRATOR_STATE(path, min_ray_pdf));
+ }
+
+ path_state_next(INTEGRATOR_STATE_PASS, label);
+ return label;
+}
+
+#ifdef __VOLUME__
+ccl_device_forceinline bool integrate_surface_volume_only_bounce(INTEGRATOR_STATE_ARGS,
+ ShaderData *sd)
+{
+ if (!path_state_volume_next(INTEGRATOR_STATE_PASS)) {
+ return LABEL_NONE;
+ }
+
+ /* Setup ray position, direction stays unchanged. */
+ INTEGRATOR_STATE_WRITE(ray, P) = ray_offset(sd->P, -sd->Ng);
+
+ /* Clipping works through transparent. */
+ INTEGRATOR_STATE_WRITE(ray, t) -= sd->ray_length;
+
+# ifdef __RAY_DIFFERENTIALS__
+ INTEGRATOR_STATE_WRITE(ray, dP) = differential_make_compact(sd->dP);
+# endif
+
+ INTEGRATOR_STATE_WRITE(path, mis_ray_t) += sd->ray_length;
+
+ return LABEL_TRANSMIT | LABEL_TRANSPARENT;
+}
+#endif
+
+#if defined(__AO__) && defined(__SHADER_RAYTRACE__)
+ccl_device_forceinline void integrate_surface_ao_pass(INTEGRATOR_STATE_CONST_ARGS,
+ const ShaderData *ccl_restrict sd,
+ const RNGState *ccl_restrict rng_state,
+ ccl_global float *ccl_restrict render_buffer)
+{
+# ifdef __KERNEL_OPTIX__
+ optixDirectCall<void>(2, INTEGRATOR_STATE_PASS, sd, rng_state, render_buffer);
+}
+
+extern "C" __device__ void __direct_callable__ao_pass(INTEGRATOR_STATE_CONST_ARGS,
+ const ShaderData *ccl_restrict sd,
+ const RNGState *ccl_restrict rng_state,
+ ccl_global float *ccl_restrict render_buffer)
+{
+# endif /* __KERNEL_OPTIX__ */
+ float bsdf_u, bsdf_v;
+ path_state_rng_2D(kg, rng_state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
+
+ const float3 ao_N = shader_bsdf_ao_normal(kg, sd);
+ float3 ao_D;
+ float ao_pdf;
+ sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
+
+ if (dot(sd->Ng, ao_D) > 0.0f && ao_pdf != 0.0f) {
+ Ray ray ccl_optional_struct_init;
+ ray.P = ray_offset(sd->P, sd->Ng);
+ ray.D = ao_D;
+ ray.t = kernel_data.integrator.ao_bounces_distance;
+ ray.time = sd->time;
+ ray.dP = differential_zero_compact();
+ ray.dD = differential_zero_compact();
+
+ Intersection isect ccl_optional_struct_init;
+ if (!scene_intersect(kg, &ray, PATH_RAY_SHADOW_OPAQUE, &isect)) {
+ ccl_global float *buffer = kernel_pass_pixel_render_buffer(INTEGRATOR_STATE_PASS,
+ render_buffer);
+ const float3 throughput = INTEGRATOR_STATE(path, throughput);
+ kernel_write_pass_float3(buffer + kernel_data.film.pass_ao, throughput);
+ }
+ }
+}
+#endif /* defined(__AO__) && defined(__SHADER_RAYTRACE__) */
+
+template<uint node_feature_mask>
+ccl_device bool integrate_surface(INTEGRATOR_STATE_ARGS,
+ ccl_global float *ccl_restrict render_buffer)
+
+{
+ PROFILING_INIT_FOR_SHADER(kg, PROFILING_SHADE_SURFACE_SETUP);
+
+ /* Setup shader data. */
+ ShaderData sd;
+ integrate_surface_shader_setup(INTEGRATOR_STATE_PASS, &sd);
+ PROFILING_SHADER(sd.object, sd.shader);
+
+ int continue_path_label = 0;
+
+ /* Skip most work for volume bounding surface. */
+#ifdef __VOLUME__
+ if (!(sd.flag & SD_HAS_ONLY_VOLUME)) {
+#endif
+
+ {
+ const int path_flag = INTEGRATOR_STATE(path, flag);
+#ifdef __SUBSURFACE__
+ /* Can skip shader evaluation for BSSRDF exit point without bump mapping. */
+ if (!(path_flag & PATH_RAY_SUBSURFACE) || ((sd.flag & SD_HAS_BSSRDF_BUMP)))
+#endif
+ {
+ /* Evaluate shader. */
+ PROFILING_EVENT(PROFILING_SHADE_SURFACE_EVAL);
+ shader_eval_surface<node_feature_mask>(
+ INTEGRATOR_STATE_PASS, &sd, render_buffer, path_flag);
+ }
+ }
+
+#ifdef __SUBSURFACE__
+ if (INTEGRATOR_STATE(path, flag) & PATH_RAY_SUBSURFACE) {
+ /* When coming from inside subsurface scattering, setup a diffuse
+ * closure to perform lighting at the exit point. */
+ INTEGRATOR_STATE_WRITE(path, flag) &= ~PATH_RAY_SUBSURFACE;
+ subsurface_shader_data_setup(INTEGRATOR_STATE_PASS, &sd);
+ }
+#endif
+
+ shader_prepare_surface_closures(INTEGRATOR_STATE_PASS, &sd);
+
+#ifdef __HOLDOUT__
+ /* Evaluate holdout. */
+ if (!integrate_surface_holdout(INTEGRATOR_STATE_PASS, &sd, render_buffer)) {
+ return false;
+ }
+#endif
+
+#ifdef __EMISSION__
+ /* Write emission. */
+ if (sd.flag & SD_EMISSION) {
+ integrate_surface_emission(INTEGRATOR_STATE_PASS, &sd, render_buffer);
+ }
+#endif
+
+#ifdef __PASSES__
+ /* Write render passes. */
+ PROFILING_EVENT(PROFILING_SHADE_SURFACE_PASSES);
+ kernel_write_data_passes(INTEGRATOR_STATE_PASS, &sd, render_buffer);
+#endif
+
+ /* Load random number state. */
+ RNGState rng_state;
+ path_state_rng_load(INTEGRATOR_STATE_PASS, &rng_state);
+
+ /* Perform path termination. Most paths have already been terminated in
+ * the intersect_closest kernel, this is just for emission and for dividing
+ * throughput by the probability at the right moment. */
+ const int path_flag = INTEGRATOR_STATE(path, flag);
+ const float probability = (path_flag & PATH_RAY_TERMINATE_ON_NEXT_SURFACE) ?
+ 0.0f :
+ path_state_continuation_probability(INTEGRATOR_STATE_PASS,
+ path_flag);
+ if (probability == 0.0f) {
+ return false;
+ }
+ else if (probability != 1.0f) {
+ INTEGRATOR_STATE_WRITE(path, throughput) /= probability;
+ }
+
+#ifdef __DENOISING_FEATURES__
+ kernel_write_denoising_features_surface(INTEGRATOR_STATE_PASS, &sd, render_buffer);
+#endif
+
+#ifdef __SHADOW_CATCHER__
+ kernel_write_shadow_catcher_bounce_data(INTEGRATOR_STATE_PASS, &sd, render_buffer);
+#endif
+
+ /* Direct light. */
+ PROFILING_EVENT(PROFILING_SHADE_SURFACE_DIRECT_LIGHT);
+ integrate_surface_direct_light(INTEGRATOR_STATE_PASS, &sd, &rng_state);
+
+#if defined(__AO__) && defined(__SHADER_RAYTRACE__)
+ /* Ambient occlusion pass. */
+ if (node_feature_mask & KERNEL_FEATURE_NODE_RAYTRACE) {
+ if ((kernel_data.film.pass_ao != PASS_UNUSED) &&
+ (INTEGRATOR_STATE(path, flag) & PATH_RAY_CAMERA)) {
+ PROFILING_EVENT(PROFILING_SHADE_SURFACE_AO);
+ integrate_surface_ao_pass(INTEGRATOR_STATE_PASS, &sd, &rng_state, render_buffer);
+ }
+ }
+#endif
+
+ PROFILING_EVENT(PROFILING_SHADE_SURFACE_INDIRECT_LIGHT);
+ continue_path_label = integrate_surface_bsdf_bssrdf_bounce(
+ INTEGRATOR_STATE_PASS, &sd, &rng_state);
+#ifdef __VOLUME__
+ }
+ else {
+ PROFILING_EVENT(PROFILING_SHADE_SURFACE_INDIRECT_LIGHT);
+ continue_path_label = integrate_surface_volume_only_bounce(INTEGRATOR_STATE_PASS, &sd);
+ }
+
+ if (continue_path_label & LABEL_TRANSMIT) {
+ /* Enter/Exit volume. */
+ volume_stack_enter_exit(INTEGRATOR_STATE_PASS, &sd);
+ }
+#endif
+
+ return continue_path_label != 0;
+}
+
+template<uint node_feature_mask = KERNEL_FEATURE_NODE_MASK_SURFACE & ~KERNEL_FEATURE_NODE_RAYTRACE,
+ int current_kernel = DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE>
+ccl_device_forceinline void integrator_shade_surface(INTEGRATOR_STATE_ARGS,
+ ccl_global float *ccl_restrict render_buffer)
+{
+ if (integrate_surface<node_feature_mask>(INTEGRATOR_STATE_PASS, render_buffer)) {
+ if (INTEGRATOR_STATE(path, flag) & PATH_RAY_SUBSURFACE) {
+ INTEGRATOR_PATH_NEXT(current_kernel, DEVICE_KERNEL_INTEGRATOR_INTERSECT_SUBSURFACE);
+ }
+ else {
+ kernel_assert(INTEGRATOR_STATE(ray, t) != 0.0f);
+ INTEGRATOR_PATH_NEXT(current_kernel, DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST);
+ }
+ }
+ else {
+ INTEGRATOR_PATH_TERMINATE(current_kernel);
+ }
+}
+
+ccl_device_forceinline void integrator_shade_surface_raytrace(
+ INTEGRATOR_STATE_ARGS, ccl_global float *ccl_restrict render_buffer)
+{
+ integrator_shade_surface<KERNEL_FEATURE_NODE_MASK_SURFACE,
+ DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE>(INTEGRATOR_STATE_PASS,
+ render_buffer);
+}
+
+CCL_NAMESPACE_END