/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #pragma once #include "integrator/pass_accessor.h" #include "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