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/* 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
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