/* * 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 "device/device_memory.h" #include "kernel/kernel_types.h" #include "util/util_function.h" CCL_NAMESPACE_BEGIN class Device; class Progress; enum ShaderEvalType { SHADER_EVAL_DISPLACE, SHADER_EVAL_BACKGROUND, }; /* ShaderEval class performs shader evaluation for background light and displacement. */ class ShaderEval { public: ShaderEval(Device *device, Progress &progress); /* Evaluate shader at points specified by KernelShaderEvalInput and write out * RGBA colors to output. */ bool eval(const ShaderEvalType type, const int max_num_points, const function &)> &fill_input, const function &)> &read_output); protected: bool eval_cpu(Device *device, const ShaderEvalType type, device_vector &input, device_vector &output); bool eval_gpu(Device *device, const ShaderEvalType type, device_vector &input, device_vector &output); Device *device_; Progress &progress_; }; CCL_NAMESPACE_END