text: /*
   * 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.
   */
  
  CCL_NAMESPACE_BEGIN
  
  /* This kernel operates on QUEUE_ACTIVE_AND_REGENERATED_RAYS.
   * It processes rays of state RAY_ACTIVE and RAY_HIT_BACKGROUND.
   * We will empty QUEUE_ACTIVE_AND_REGENERATED_RAYS queue in this kernel.
   */
  ccl_device void kernel_lamp_emission(KernelGlobals *kg)
  {
  #ifndef __VOLUME__
    /* We will empty this queue in this kernel. */
    if (ccl_global_id(0) == 0 && ccl_global_id(1) == 0) {
      kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS] = 0;
    }
  #endif
    /* Fetch use_queues_flag. */
    char local_use_queues_flag = *kernel_split_params.use_queues_flag;
    ccl_barrier(CCL_LOCAL_MEM_FENCE);
  
    int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
    if (local_use_queues_flag) {
      ray_index = get_ray_index(kg,
                                ray_index,
                                QUEUE_ACTIVE_AND_REGENERATED_RAYS,
                                kernel_split_state.queue_data,
                                kernel_split_params.queue_size,
  #ifndef __VOLUME__
                                1
  #else
                                0
  #endif
      );
      if (ray_index == QUEUE_EMPTY_SLOT) {
        return;
      }
    }
  
    if (IS_STATE(kernel_split_state.ray_state, ray_index, RAY_ACTIVE) ||
        IS_STATE(kernel_split_state.ray_state, ray_index, RAY_HIT_BACKGROUND)) {
      PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
      ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
  
      float3 throughput = kernel_split_state.throughput[ray_index];
      Ray ray = kernel_split_state.ray[ray_index];
      ccl_global Intersection *isect = &kernel_split_state.isect[ray_index];
      ShaderData *sd = kernel_split_sd(sd, ray_index);
      uint buffer_offset = kernel_split_state.buffer_offset[ray_index];
      ccl_global float *buffer = kernel_split_params.tile.buffer + buffer_offset;
  
      kernel_path_lamp_emission(kg, state, buffer, &ray, throughput, isect, sd, L);
    }
  }
  
  CCL_NAMESPACE_END
  