/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #pragma once #include "device/cpu/kernel.h" #include "integrator/pass_accessor.h" CCL_NAMESPACE_BEGIN struct KernelFilmConvert; /* Pass accessor implementation for CPU side. */ class PassAccessorCPU : public PassAccessor { public: using PassAccessor::PassAccessor; protected: inline void run_get_pass_kernel_processor_float( const KernelFilmConvert *kfilm_convert, const RenderBuffers *render_buffers, const BufferParams &buffer_params, const Destination &destination, const CPUKernels::FilmConvertFunction func) const; inline void run_get_pass_kernel_processor_half_rgba( const KernelFilmConvert *kfilm_convert, const RenderBuffers *render_buffers, const BufferParams &buffer_params, const Destination &destination, const CPUKernels::FilmConvertHalfRGBAFunction func) 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(shadow_catcher) DECLARE_PASS_ACCESSOR(float3) /* Float4 passes. */ DECLARE_PASS_ACCESSOR(motion) DECLARE_PASS_ACCESSOR(cryptomatte) DECLARE_PASS_ACCESSOR(shadow_catcher_matte_with_shadow) DECLARE_PASS_ACCESSOR(combined) DECLARE_PASS_ACCESSOR(float4) #undef DECLARE_PASS_ACCESSOR }; CCL_NAMESPACE_END