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authorLukas Stockner <lukas.stockner@freenet.de>2019-02-06 14:42:10 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2019-02-06 17:18:29 +0300
commit405cacd4cd955552e1f7b50a176ddcdd9baf8d3b (patch)
treee54e2bf0c79bcc04d669088393b1d16df554bffd /intern/cycles/render/buffers.h
parent81159e99b819910b72cb3caba6b3cd4f35184ea9 (diff)
Cycles: prefilter feature passes separate from denoising.
Prefiltering of feature passes will happen during rendering, which can then be used for denoising immediately or written as a render pass for later (animation) denoising. The number of denoising data passes written is reduced because of this, leaving out the feature variance passes. The passes are now Normal, Albedo, Depth, Shadowing, Variance and Intensity. Ref D3889.
Diffstat (limited to 'intern/cycles/render/buffers.h')
-rw-r--r--intern/cycles/render/buffers.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/intern/cycles/render/buffers.h b/intern/cycles/render/buffers.h
index 46c3b89bd84..0a010718d6d 100644
--- a/intern/cycles/render/buffers.h
+++ b/intern/cycles/render/buffers.h
@@ -54,6 +54,10 @@ public:
bool denoising_data_pass;
/* If only some light path types should be denoised, an additional pass is needed. */
bool denoising_clean_pass;
+ /* When we're prefiltering the passes during rendering, we need to keep both the
+ * original and the prefiltered data around because neighboring tiles might still
+ * need the original data. */
+ bool denoising_prefiltered_pass;
/* functions */
BufferParams();
@@ -63,6 +67,7 @@ public:
void add_pass(PassType type);
int get_passes_size();
int get_denoising_offset();
+ int get_denoising_prefiltered_offset();
};
/* Render Buffers */