Searched refs:has_surface_emission (Results 1 – 10 of 10) sorted by relevance
56 : has_surface_emission(false), has_surface_transparent(false), has_surface_bssrdf(false) in OSLShaderInfo()61 bool has_surface_emission; member
134 if (shader->use_mis && shader->has_surface_emission) in device_update()438 info.has_surface_emission = (bytecode.find("\"emission\"") != string::npos); in shader_load_bytecode()753 if (info->has_surface_emission) in add()754 current_shader->has_surface_emission = true; in add()1053 if (node->has_surface_emission()) in generate_nodes()1054 current_shader->has_surface_emission = true; in generate_nodes()1139 shader->has_surface_emission = false; in compile()
113 bool has_surface_emission; variable
127 if (shader->use_mis && shader->has_surface_emission) { in device_update()520 if (node->has_surface_emission()) in generate_closure_node()521 current_shader->has_surface_emission = true; in generate_closure_node()858 shader->has_surface_emission = false; in compile()
179 return (shader) ? shader->has_surface_emission : scene->default_light->has_surface_emission; in has_contribution()271 if (shader->use_mis && shader->has_surface_emission) { in object_usable_as_light()319 if (shader->use_mis && shader->has_surface_emission) { in device_update_distribution()375 if (shader->use_mis && shader->has_surface_emission) { in device_update_distribution()
183 virtual bool has_surface_emission() in has_surface_emission() function
201 has_surface_emission = false; in Shader()315 if (use_mis && has_surface_emission) in tag_update()
218 if (shader->use_mis && shader->has_surface_emission) in tag_update()
694 bool has_surface_emission()
253 if (shader->has_surface_emission) in tag_update()