/* * Copyright 2011-2015 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. */ #include "split/kernel_shadow_blocked.h" __kernel void kernel_ocl_path_trace_shadow_blocked( ccl_global char *globals, ccl_constant KernelData *data, ccl_global char *shader_shadow, /* Required for shadow blocked */ ccl_global PathState *PathState_coop, /* Required for shadow blocked */ ccl_global Ray *LightRay_dl_coop, /* Required for direct lighting's shadow blocked */ ccl_global Ray *LightRay_ao_coop, /* Required for AO's shadow blocked */ Intersection *Intersection_coop_AO, Intersection *Intersection_coop_DL, ccl_global char *ray_state, ccl_global int *Queue_data, /* Queue memory */ ccl_global int *Queue_index, /* Tracks the number of elements in each queue */ int queuesize, /* Size (capacity) of each queue */ int total_num_rays) { kernel_shadow_blocked(globals, data, shader_shadow, PathState_coop, LightRay_dl_coop, LightRay_ao_coop, Intersection_coop_AO, Intersection_coop_DL, ray_state, Queue_data, Queue_index, queuesize, total_num_rays); }