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Searched refs:has_surface_emission (Results 1 – 10 of 10) sorted by relevance

/dports/graphics/blender/blender-2.91.0/intern/cycles/render/
H A Dosl.h56 : has_surface_emission(false), has_surface_transparent(false), has_surface_bssrdf(false) in OSLShaderInfo()
61 bool has_surface_emission; member
H A Dosl.cpp134 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()
H A Dshader.h113 bool has_surface_emission; variable
H A Dsvm.cpp127 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()
H A Dlight.cpp179 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()
H A Dgraph.h183 virtual bool has_surface_emission() in has_surface_emission() function
H A Dshader.cpp201 has_surface_emission = false; in Shader()
315 if (use_mis && has_surface_emission) in tag_update()
H A Dobject.cpp218 if (shader->use_mis && shader->has_surface_emission) in tag_update()
H A Dnodes.h694 bool has_surface_emission()
H A Dgeometry.cpp253 if (shader->has_surface_emission) in tag_update()