31 const int max_num_inputs,
32 const int num_channels,
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum type
bool eval(const ShaderEvalType type, const int max_num_inputs, const int num_channels, const function< int(device_vector< KernelShaderEvalInput > &)> &fill_input, const function< void(device_vector< float > &)> &read_output)
ShaderEval(Device *device, Progress &progress)
bool eval_cpu(Device *device, const ShaderEvalType type, device_vector< KernelShaderEvalInput > &input, device_vector< float > &output, const int64_t work_size)
bool eval_gpu(Device *device, const ShaderEvalType type, device_vector< KernelShaderEvalInput > &input, device_vector< float > &output, const int64_t work_size)
#define CCL_NAMESPACE_END
@ SHADER_EVAL_CURVE_SHADOW_TRANSPARENCY
ccl_gpu_kernel_postfix ccl_global const int ccl_global float const int work_size
ccl_global KernelShaderEvalInput ccl_global float * output
ccl_global KernelShaderEvalInput * input