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/*
* Copyright 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
#ifdef WITH_METAL
# include "bvh/bvh.h"
# include "bvh/params.h"
# include "device/memory.h"
# include <Metal/Metal.h>
CCL_NAMESPACE_BEGIN
class BVHMetal : public BVH {
public:
API_AVAILABLE(macos(11.0))
id<MTLAccelerationStructure> accel_struct = nil;
bool accel_struct_building = false;
API_AVAILABLE(macos(11.0))
vector<id<MTLAccelerationStructure>> blas_array;
bool motion_blur = false;
Stats &stats;
bool build(Progress &progress, id<MTLDevice> device, id<MTLCommandQueue> queue, bool refit);
BVHMetal(const BVHParams ¶ms,
const vector<Geometry *> &geometry,
const vector<Object *> &objects,
Device *device);
virtual ~BVHMetal();
bool build_BLAS(Progress &progress, id<MTLDevice> device, id<MTLCommandQueue> queue, bool refit);
bool build_BLAS_mesh(Progress &progress,
id<MTLDevice> device,
id<MTLCommandQueue> queue,
Geometry *const geom,
bool refit);
bool build_BLAS_hair(Progress &progress,
id<MTLDevice> device,
id<MTLCommandQueue> queue,
Geometry *const geom,
bool refit);
bool build_BLAS_pointcloud(Progress &progress,
id<MTLDevice> device,
id<MTLCommandQueue> queue,
Geometry *const geom,
bool refit);
bool build_TLAS(Progress &progress, id<MTLDevice> device, id<MTLCommandQueue> queue, bool refit);
};
CCL_NAMESPACE_END
#endif /* WITH_METAL */
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