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pass_accessor_gpu.h « integrator « cycles « intern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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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