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Diffstat (limited to 'intern/cycles/integrator/pass_accessor_gpu.h')
-rw-r--r--intern/cycles/integrator/pass_accessor_gpu.h68
1 files changed, 68 insertions, 0 deletions
diff --git a/intern/cycles/integrator/pass_accessor_gpu.h b/intern/cycles/integrator/pass_accessor_gpu.h
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+++ b/intern/cycles/integrator/pass_accessor_gpu.h
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+/*
+ * Copyright 2011-2021 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.
+ */
+
+#pragma once
+
+#include "integrator/pass_accessor.h"
+#include "kernel/kernel_types.h"
+
+CCL_NAMESPACE_BEGIN
+
+class DeviceQueue;
+
+/* Pass accessor implementation for GPU side. */
+class PassAccessorGPU : public PassAccessor {
+ public:
+ PassAccessorGPU(DeviceQueue *queue,
+ const PassAccessInfo &pass_access_info,
+ float exposure,
+ int num_samples);
+
+ protected:
+ void run_film_convert_kernels(DeviceKernel kernel,
+ const RenderBuffers *render_buffers,
+ const BufferParams &buffer_params,
+ const Destination &destination) const;
+
+#define DECLARE_PASS_ACCESSOR(pass) \
+ virtual void get_pass_##pass(const RenderBuffers *render_buffers, \
+ const BufferParams &buffer_params, \
+ const Destination &destination) const override;
+
+ /* Float (scalar) passes. */
+ DECLARE_PASS_ACCESSOR(depth);
+ DECLARE_PASS_ACCESSOR(mist);
+ DECLARE_PASS_ACCESSOR(sample_count);
+ DECLARE_PASS_ACCESSOR(float);
+
+ /* Float3 passes. */
+ DECLARE_PASS_ACCESSOR(light_path);
+ DECLARE_PASS_ACCESSOR(float3);
+
+ /* Float4 passes. */
+ DECLARE_PASS_ACCESSOR(motion);
+ DECLARE_PASS_ACCESSOR(cryptomatte);
+ DECLARE_PASS_ACCESSOR(shadow_catcher);
+ DECLARE_PASS_ACCESSOR(shadow_catcher_matte_with_shadow);
+ DECLARE_PASS_ACCESSOR(combined);
+ DECLARE_PASS_ACCESSOR(float4);
+
+#undef DECLARE_PASS_ACCESSOR
+
+ DeviceQueue *queue_;
+};
+
+CCL_NAMESPACE_END