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- /*
- * Copyright 2011-2013 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.
- */
- #ifdef __OSL__
- # include "kernel/osl/osl_shader.h"
- #endif
- #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_accumulate.h"
- #include "kernel/kernel_shader.h"
- #include "kernel/kernel_light.h"
- #include "kernel/kernel_passes.h"
- #if defined(__VOLUME__) || defined(__SUBSURFACE__)
- # include "kernel/kernel_volume.h"
- #endif
- #ifdef __SUBSURFACE__
- # include "kernel/kernel_subsurface.h"
- #endif
- #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"
- CCL_NAMESPACE_BEGIN
- ccl_device_forceinline bool kernel_path_scene_intersect(KernelGlobals *kg,
- ccl_addr_space PathState *state,
- Ray *ray,
- Intersection *isect,
- PathRadiance *L)
- {
- PROFILING_INIT(kg, PROFILING_SCENE_INTERSECT);
- uint visibility = path_state_ray_visibility(kg, state);
- if (path_state_ao_bounce(kg, state)) {
- visibility = PATH_RAY_SHADOW;
- ray->t = kernel_data.background.ao_distance;
- }
- bool hit = scene_intersect(kg, *ray, visibility, isect);
- #ifdef __KERNEL_DEBUG__
- if (state->flag & PATH_RAY_CAMERA) {
- L->debug_data.num_bvh_traversed_nodes += isect->num_traversed_nodes;
- L->debug_data.num_bvh_traversed_instances += isect->num_traversed_instances;
- L->debug_data.num_bvh_intersections += isect->num_intersections;
- }
- L->debug_data.num_ray_bounces++;
- #endif /* __KERNEL_DEBUG__ */
- return hit;
- }
- 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)
- {
- PROFILING_INIT(kg, PROFILING_INDIRECT_EMISSION);
- #ifdef __LAMP_MIS__
- if (kernel_data.integrator.use_lamp_mis && !(state->flag & PATH_RAY_CAMERA)) {
- /* ray starting from previous non-transparent bounce */
- Ray light_ray;
- light_ray.P = ray->P - state->ray_t * ray->D;
- state->ray_t += isect->t;
- light_ray.D = ray->D;
- light_ray.t = state->ray_t;
- light_ray.time = ray->time;
- light_ray.dD = ray->dD;
- light_ray.dP = ray->dP;
- /* intersect with lamp */
- float3 emission;
- if (indirect_lamp_emission(kg, emission_sd, state, &light_ray, &emission))
- path_radiance_accum_emission(L, state, throughput, emission);
- }
- #endif /* __LAMP_MIS__ */
- }
- ccl_device_forceinline void kernel_path_background(KernelGlobals *kg,
- ccl_addr_space PathState *state,
- ccl_addr_space Ray *ray,
- float3 throughput,
- ShaderData *sd,
- PathRadiance *L)
- {
- /* eval background shader if nothing hit */
- if (kernel_data.background.transparent && (state->flag & PATH_RAY_TRANSPARENT_BACKGROUND)) {
- L->transparent += average(throughput);
- #ifdef __PASSES__
- if (!(kernel_data.film.light_pass_flag & PASSMASK(BACKGROUND)))
- #endif /* __PASSES__ */
- return;
- }
- /* When using the ao bounces approximation, adjust background
- * shader intensity with ao factor. */
- if (path_state_ao_bounce(kg, state)) {
- throughput *= kernel_data.background.ao_bounces_factor;
- }
- #ifdef __BACKGROUND__
- /* sample background shader */
- float3 L_background = indirect_background(kg, sd, state, ray);
- path_radiance_accum_background(L, state, throughput, L_background);
- #endif /* __BACKGROUND__ */
- }
- #ifndef __SPLIT_KERNEL__
- # ifdef __VOLUME__
- ccl_device_forceinline VolumeIntegrateResult kernel_path_volume(KernelGlobals *kg,
- ShaderData *sd,
- PathState *state,
- Ray *ray,
- float3 *throughput,
- ccl_addr_space Intersection *isect,
- bool hit,
- ShaderData *emission_sd,
- PathRadiance *L)
- {
- PROFILING_INIT(kg, PROFILING_VOLUME);
- /* Sanitize volume stack. */
- if (!hit) {
- kernel_volume_clean_stack(kg, state->volume_stack);
- }
- if (state->volume_stack[0].shader == SHADER_NONE) {
- return VOLUME_PATH_ATTENUATED;
- }
- /* volume attenuation, emission, scatter */
- Ray volume_ray = *ray;
- volume_ray.t = (hit) ? isect->t : FLT_MAX;
- bool heterogeneous = volume_stack_is_heterogeneous(kg, state->volume_stack);
- # ifdef __VOLUME_DECOUPLED__
- int sampling_method = volume_stack_sampling_method(kg, state->volume_stack);
- bool direct = (state->flag & PATH_RAY_CAMERA) != 0;
- bool decoupled = kernel_volume_use_decoupled(kg, heterogeneous, direct, sampling_method);
- if (decoupled) {
- /* cache steps along volume for repeated sampling */
- VolumeSegment volume_segment;
- shader_setup_from_volume(kg, sd, &volume_ray);
- kernel_volume_decoupled_record(kg, state, &volume_ray, sd, &volume_segment, heterogeneous);
- volume_segment.sampling_method = sampling_method;
- /* emission */
- if (volume_segment.closure_flag & SD_EMISSION)
- path_radiance_accum_emission(L, state, *throughput, volume_segment.accum_emission);
- /* scattering */
- VolumeIntegrateResult result = VOLUME_PATH_ATTENUATED;
- if (volume_segment.closure_flag & SD_SCATTER) {
- int all = kernel_data.integrator.sample_all_lights_indirect;
- /* direct light sampling */
- kernel_branched_path_volume_connect_light(
- kg, sd, emission_sd, *throughput, state, L, all, &volume_ray, &volume_segment);
- /* indirect sample. if we use distance sampling and take just
- * one sample for direct and indirect light, we could share
- * this computation, but makes code a bit complex */
- float rphase = path_state_rng_1D(kg, state, PRNG_PHASE_CHANNEL);
- float rscatter = path_state_rng_1D(kg, state, PRNG_SCATTER_DISTANCE);
- result = kernel_volume_decoupled_scatter(
- kg, state, &volume_ray, sd, throughput, rphase, rscatter, &volume_segment, NULL, true);
- }
- /* free cached steps */
- kernel_volume_decoupled_free(kg, &volume_segment);
- if (result == VOLUME_PATH_SCATTERED) {
- if (kernel_path_volume_bounce(kg, sd, throughput, state, &L->state, ray))
- return VOLUME_PATH_SCATTERED;
- else
- return VOLUME_PATH_MISSED;
- }
- else {
- *throughput *= volume_segment.accum_transmittance;
- }
- }
- else
- # endif /* __VOLUME_DECOUPLED__ */
- {
- /* integrate along volume segment with distance sampling */
- VolumeIntegrateResult result = kernel_volume_integrate(
- kg, state, sd, &volume_ray, L, throughput, heterogeneous);
- # ifdef __VOLUME_SCATTER__
- if (result == VOLUME_PATH_SCATTERED) {
- /* direct lighting */
- kernel_path_volume_connect_light(kg, sd, emission_sd, *throughput, state, L);
- /* indirect light bounce */
- if (kernel_path_volume_bounce(kg, sd, throughput, state, &L->state, ray))
- return VOLUME_PATH_SCATTERED;
- else
- return VOLUME_PATH_MISSED;
- }
- # endif /* __VOLUME_SCATTER__ */
- }
- return VOLUME_PATH_ATTENUATED;
- }
- # endif /* __VOLUME__ */
- #endif /* __SPLIT_KERNEL__ */
- 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)
- {
- PROFILING_INIT(kg, PROFILING_SHADER_APPLY);
- #ifdef __SHADOW_TRICKS__
- if ((sd->object_flag & SD_OBJECT_SHADOW_CATCHER)) {
- if (state->flag & PATH_RAY_TRANSPARENT_BACKGROUND) {
- state->flag |= (PATH_RAY_SHADOW_CATCHER | PATH_RAY_STORE_SHADOW_INFO);
- float3 bg = make_float3(0.0f, 0.0f, 0.0f);
- if (!kernel_data.background.transparent) {
- bg = indirect_background(kg, emission_sd, state, ray);
- }
- path_radiance_accum_shadowcatcher(L, throughput, bg);
- }
- }
- else if (state->flag & PATH_RAY_SHADOW_CATCHER) {
- /* Only update transparency after shadow catcher bounce. */
- L->shadow_transparency *= average(shader_bsdf_transparency(kg, sd));
- }
- #endif /* __SHADOW_TRICKS__ */
- /* holdout */
- #ifdef __HOLDOUT__
- if (((sd->flag & SD_HOLDOUT) || (sd->object_flag & SD_OBJECT_HOLDOUT_MASK)) &&
- (state->flag & PATH_RAY_TRANSPARENT_BACKGROUND)) {
- if (kernel_data.background.transparent) {
- float3 holdout_weight;
- if (sd->object_flag & SD_OBJECT_HOLDOUT_MASK) {
- holdout_weight = make_float3(1.0f, 1.0f, 1.0f);
- }
- else {
- holdout_weight = shader_holdout_eval(kg, sd);
- }
- /* any throughput is ok, should all be identical here */
- L->transparent += average(holdout_weight * throughput);
- }
- if (sd->object_flag & SD_OBJECT_HOLDOUT_MASK) {
- return false;
- }
- }
- #endif /* __HOLDOUT__ */
- /* holdout mask objects do not write data passes */
- kernel_write_data_passes(kg, buffer, L, sd, state, throughput);
- /* blurring of bsdf after bounces, for rays that have a small likelihood
- * of following this particular path (diffuse, rough glossy) */
- if (kernel_data.integrator.filter_glossy != FLT_MAX) {
- float blur_pdf = kernel_data.integrator.filter_glossy * state->min_ray_pdf;
- if (blur_pdf < 1.0f) {
- float blur_roughness = sqrtf(1.0f - blur_pdf) * 0.5f;
- shader_bsdf_blur(kg, sd, blur_roughness);
- }
- }
- #ifdef __EMISSION__
- /* emission */
- if (sd->flag & SD_EMISSION) {
- float3 emission = indirect_primitive_emission(
- kg, sd, sd->ray_length, state->flag, state->ray_pdf);
- path_radiance_accum_emission(L, state, throughput, emission);
- }
- #endif /* __EMISSION__ */
- return true;
- }
- 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)
- {
- PROFILING_INIT(kg, PROFILING_AO);
- /* todo: solve correlation */
- float bsdf_u, bsdf_v;
- path_state_rng_2D(kg, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
- float ao_factor = kernel_data.background.ao_factor;
- float3 ao_N;
- float3 ao_bsdf = shader_bsdf_ao(kg, sd, ao_factor, &ao_N);
- 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 light_ray;
- float3 ao_shadow;
- light_ray.P = ray_offset(sd->P, sd->Ng);
- light_ray.D = ao_D;
- light_ray.t = kernel_data.background.ao_distance;
- light_ray.time = sd->time;
- light_ray.dP = sd->dP;
- light_ray.dD = differential3_zero();
- if (!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &ao_shadow)) {
- path_radiance_accum_ao(L, state, throughput, ao_alpha, ao_bsdf, ao_shadow);
- }
- else {
- path_radiance_accum_total_ao(L, state, throughput, ao_bsdf);
- }
- }
- }
- #ifndef __SPLIT_KERNEL__
- # if defined(__BRANCHED_PATH__) || defined(__BAKING__)
- ccl_device void kernel_path_indirect(KernelGlobals *kg,
- ShaderData *sd,
- ShaderData *emission_sd,
- Ray *ray,
- float3 throughput,
- PathState *state,
- PathRadiance *L)
- {
- # ifdef __SUBSURFACE__
- SubsurfaceIndirectRays ss_indirect;
- kernel_path_subsurface_init_indirect(&ss_indirect);
- for (;;) {
- # endif /* __SUBSURFACE__ */
- /* path iteration */
- for (;;) {
- /* Find intersection with objects in scene. */
- Intersection isect;
- bool hit = kernel_path_scene_intersect(kg, state, ray, &isect, L);
- /* Find intersection with lamps and compute emission for MIS. */
- kernel_path_lamp_emission(kg, state, ray, throughput, &isect, sd, L);
- # ifdef __VOLUME__
- /* Volume integration. */
- VolumeIntegrateResult result = kernel_path_volume(
- kg, sd, state, ray, &throughput, &isect, hit, emission_sd, L);
- if (result == VOLUME_PATH_SCATTERED) {
- continue;
- }
- else if (result == VOLUME_PATH_MISSED) {
- break;
- }
- # endif /* __VOLUME__*/
- /* Shade background. */
- if (!hit) {
- kernel_path_background(kg, state, ray, throughput, sd, L);
- break;
- }
- else if (path_state_ao_bounce(kg, state)) {
- break;
- }
- /* Setup shader data. */
- shader_setup_from_ray(kg, sd, &isect, ray);
- /* Skip most work for volume bounding surface. */
- # ifdef __VOLUME__
- if (!(sd->flag & SD_HAS_ONLY_VOLUME)) {
- # endif
- /* Evaluate shader. */
- shader_eval_surface(kg, sd, state, state->flag);
- shader_prepare_closures(sd, state);
- /* Apply shadow catcher, holdout, emission. */
- if (!kernel_path_shader_apply(kg, sd, state, ray, throughput, emission_sd, L, NULL)) {
- break;
- }
- /* path termination. this is a strange place to put the termination, it's
- * mainly due to the mixed in MIS that we use. gives too many unneeded
- * shader evaluations, only need emission if we are going to terminate */
- float probability = path_state_continuation_probability(kg, state, throughput);
- if (probability == 0.0f) {
- break;
- }
- else if (probability != 1.0f) {
- float terminate = path_state_rng_1D(kg, state, PRNG_TERMINATE);
- if (terminate >= probability)
- break;
- throughput /= probability;
- }
- kernel_update_denoising_features(kg, sd, state, L);
- # ifdef __AO__
- /* ambient occlusion */
- if (kernel_data.integrator.use_ambient_occlusion) {
- kernel_path_ao(kg, sd, emission_sd, L, state, throughput, make_float3(0.0f, 0.0f, 0.0f));
- }
- # endif /* __AO__ */
- # ifdef __SUBSURFACE__
- /* bssrdf scatter to a different location on the same object, replacing
- * the closures with a diffuse BSDF */
- if (sd->flag & SD_BSSRDF) {
- if (kernel_path_subsurface_scatter(
- kg, sd, emission_sd, L, state, ray, &throughput, &ss_indirect)) {
- break;
- }
- }
- # endif /* __SUBSURFACE__ */
- # if defined(__EMISSION__)
- if (kernel_data.integrator.use_direct_light) {
- int all = (kernel_data.integrator.sample_all_lights_indirect) ||
- (state->flag & PATH_RAY_SHADOW_CATCHER);
- kernel_branched_path_surface_connect_light(
- kg, sd, emission_sd, state, throughput, 1.0f, L, all);
- }
- # endif /* defined(__EMISSION__) */
- # ifdef __VOLUME__
- }
- # endif
- if (!kernel_path_surface_bounce(kg, sd, &throughput, state, &L->state, ray))
- break;
- }
- # ifdef __SUBSURFACE__
- /* Trace indirect subsurface rays by restarting the loop. this uses less
- * stack memory than invoking kernel_path_indirect.
- */
- if (ss_indirect.num_rays) {
- kernel_path_subsurface_setup_indirect(kg, &ss_indirect, state, ray, L, &throughput);
- }
- else {
- break;
- }
- }
- # endif /* __SUBSURFACE__ */
- }
- # endif /* defined(__BRANCHED_PATH__) || defined(__BAKING__) */
- ccl_device_forceinline void kernel_path_integrate(KernelGlobals *kg,
- PathState *state,
- float3 throughput,
- Ray *ray,
- PathRadiance *L,
- ccl_global float *buffer,
- ShaderData *emission_sd)
- {
- PROFILING_INIT(kg, PROFILING_PATH_INTEGRATE);
- /* Shader data memory used for both volumes and surfaces, saves stack space. */
- ShaderData sd;
- # ifdef __SUBSURFACE__
- SubsurfaceIndirectRays ss_indirect;
- kernel_path_subsurface_init_indirect(&ss_indirect);
- for (;;) {
- # endif /* __SUBSURFACE__ */
- /* path iteration */
- for (;;) {
- /* Find intersection with objects in scene. */
- Intersection isect;
- bool hit = kernel_path_scene_intersect(kg, state, ray, &isect, L);
- /* Find intersection with lamps and compute emission for MIS. */
- kernel_path_lamp_emission(kg, state, ray, throughput, &isect, &sd, L);
- # ifdef __VOLUME__
- /* Volume integration. */
- VolumeIntegrateResult result = kernel_path_volume(
- kg, &sd, state, ray, &throughput, &isect, hit, emission_sd, L);
- if (result == VOLUME_PATH_SCATTERED) {
- continue;
- }
- else if (result == VOLUME_PATH_MISSED) {
- break;
- }
- # endif /* __VOLUME__*/
- /* Shade background. */
- if (!hit) {
- kernel_path_background(kg, state, ray, throughput, &sd, L);
- break;
- }
- else if (path_state_ao_bounce(kg, state)) {
- break;
- }
- /* Setup shader data. */
- shader_setup_from_ray(kg, &sd, &isect, ray);
- /* Skip most work for volume bounding surface. */
- # ifdef __VOLUME__
- if (!(sd.flag & SD_HAS_ONLY_VOLUME)) {
- # endif
- /* Evaluate shader. */
- shader_eval_surface(kg, &sd, state, state->flag);
- shader_prepare_closures(&sd, state);
- /* Apply shadow catcher, holdout, emission. */
- if (!kernel_path_shader_apply(kg, &sd, state, ray, throughput, emission_sd, L, buffer)) {
- break;
- }
- /* path termination. this is a strange place to put the termination, it's
- * mainly due to the mixed in MIS that we use. gives too many unneeded
- * shader evaluations, only need emission if we are going to terminate */
- float probability = path_state_continuation_probability(kg, state, throughput);
- if (probability == 0.0f) {
- break;
- }
- else if (probability != 1.0f) {
- float terminate = path_state_rng_1D(kg, state, PRNG_TERMINATE);
- if (terminate >= probability)
- break;
- throughput /= probability;
- }
- kernel_update_denoising_features(kg, &sd, state, L);
- # ifdef __AO__
- /* ambient occlusion */
- if (kernel_data.integrator.use_ambient_occlusion) {
- kernel_path_ao(kg, &sd, emission_sd, L, state, throughput, shader_bsdf_alpha(kg, &sd));
- }
- # endif /* __AO__ */
- # ifdef __SUBSURFACE__
- /* bssrdf scatter to a different location on the same object, replacing
- * the closures with a diffuse BSDF */
- if (sd.flag & SD_BSSRDF) {
- if (kernel_path_subsurface_scatter(
- kg, &sd, emission_sd, L, state, ray, &throughput, &ss_indirect)) {
- break;
- }
- }
- # endif /* __SUBSURFACE__ */
- /* direct lighting */
- kernel_path_surface_connect_light(kg, &sd, emission_sd, throughput, state, L);
- # ifdef __VOLUME__
- }
- # endif
- /* compute direct lighting and next bounce */
- if (!kernel_path_surface_bounce(kg, &sd, &throughput, state, &L->state, ray))
- break;
- }
- # ifdef __SUBSURFACE__
- /* Trace indirect subsurface rays by restarting the loop. this uses less
- * stack memory than invoking kernel_path_indirect.
- */
- if (ss_indirect.num_rays) {
- kernel_path_subsurface_setup_indirect(kg, &ss_indirect, state, ray, L, &throughput);
- }
- else {
- break;
- }
- }
- # endif /* __SUBSURFACE__ */
- }
- ccl_device void kernel_path_trace(
- KernelGlobals *kg, ccl_global float *buffer, int sample, int x, int y, int offset, int stride)
- {
- PROFILING_INIT(kg, PROFILING_RAY_SETUP);
- /* buffer offset */
- int index = offset + x + y * stride;
- int pass_stride = kernel_data.film.pass_stride;
- buffer += index * pass_stride;
- /* Initialize random numbers and sample ray. */
- uint rng_hash;
- Ray ray;
- kernel_path_trace_setup(kg, sample, x, y, &rng_hash, &ray);
- if (ray.t == 0.0f) {
- return;
- }
- /* Initialize state. */
- float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
- PathRadiance L;
- path_radiance_init(&L, kernel_data.film.use_light_pass);
- ShaderDataTinyStorage emission_sd_storage;
- ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage);
- PathState state;
- path_state_init(kg, emission_sd, &state, rng_hash, sample, &ray);
- /* Integrate. */
- kernel_path_integrate(kg, &state, throughput, &ray, &L, buffer, emission_sd);
- kernel_write_result(kg, buffer, sample, &L);
- }
- #endif /* __SPLIT_KERNEL__ */
- CCL_NAMESPACE_END
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