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authorBrecht Van Lommel <brecht@blender.org>2021-09-14 16:37:47 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-09-30 21:48:08 +0300
commita754e35198d852ea34e2b82cd2b126538e6f5a3b (patch)
tree9118b3fa19ab70aa1b50440ce62e5d028d940cfd /intern/cycles/integrator/path_trace_work.h
parentac582056e2e70f3b0d91ff69d0307dd357e2e2ed (diff)
Cycles: refactor API for GPU display
* Split GPUDisplay into two classes. PathTraceDisplay to implement the Cycles side, and DisplayDriver to implement the host application side. The DisplayDriver is now a fully abstract base class, embedded in the PathTraceDisplay. * Move copy_pixels_to_texture implementation out of the host side into the Cycles side, since it can be implemented in terms of the texture buffer mapping. * Move definition of DeviceGraphicsInteropDestination into display driver header, so that we do not need to expose private device headers in the public API. * Add more detailed comments about how the DisplayDriver should be implemented. The "driver" terminology might not be obvious, but is also used in other renderers. Differential Revision: https://developer.blender.org/D12626
Diffstat (limited to 'intern/cycles/integrator/path_trace_work.h')
-rw-r--r--intern/cycles/integrator/path_trace_work.h12
1 files changed, 5 insertions, 7 deletions
diff --git a/intern/cycles/integrator/path_trace_work.h b/intern/cycles/integrator/path_trace_work.h
index e1be1655edd..404165b7c55 100644
--- a/intern/cycles/integrator/path_trace_work.h
+++ b/intern/cycles/integrator/path_trace_work.h
@@ -28,7 +28,7 @@ class BufferParams;
class Device;
class DeviceScene;
class Film;
-class GPUDisplay;
+class PathTraceDisplay;
class RenderBuffers;
class PathTraceWork {
@@ -83,11 +83,9 @@ class PathTraceWork {
* noisy pass mode will be passed here when it is known that the buffer does not have denoised
* passes yet (because denoiser did not run). If the denoised pass is requested and denoiser is
* not used then this function will fall-back to the noisy pass instead. */
- virtual void copy_to_gpu_display(GPUDisplay *gpu_display,
- PassMode pass_mode,
- int num_samples) = 0;
+ virtual void copy_to_display(PathTraceDisplay *display, PassMode pass_mode, int num_samples) = 0;
- virtual void destroy_gpu_resources(GPUDisplay *gpu_display) = 0;
+ virtual void destroy_gpu_resources(PathTraceDisplay *display) = 0;
/* Copy data from/to given render buffers.
* Will copy pixels from a corresponding place (from multi-device point of view) of the render
@@ -162,8 +160,8 @@ class PathTraceWork {
/* Get destination which offset and stride are configured so that writing to it will write to a
* proper location of GPU display texture, taking current tile and device slice into account. */
- PassAccessor::Destination get_gpu_display_destination_template(
- const GPUDisplay *gpu_display) const;
+ PassAccessor::Destination get_display_destination_template(
+ const PathTraceDisplay *display) const;
/* Device which will be used for path tracing.
* Note that it is an actual render device (and never is a multi-device). */