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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#pragma once
#include "device/memory.h"
#include "kernel/types.h"
#include "util/function.h"
CCL_NAMESPACE_BEGIN
class Device;
class Progress;
enum ShaderEvalType {
SHADER_EVAL_DISPLACE,
SHADER_EVAL_BACKGROUND,
SHADER_EVAL_CURVE_SHADOW_TRANSPARENCY,
};
/* 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_inputs,
const int num_channels,
const function<int(device_vector<KernelShaderEvalInput> &)> &fill_input,
const function<void(device_vector<float> &)> &read_output);
protected:
bool eval_cpu(Device *device,
const ShaderEvalType type,
device_vector<KernelShaderEvalInput> &input,
device_vector<float> &output,
const int64_t work_size);
bool eval_gpu(Device *device,
const ShaderEvalType type,
device_vector<KernelShaderEvalInput> &input,
device_vector<float> &output,
const int64_t work_size);
Device *device_;
Progress &progress_;
};
CCL_NAMESPACE_END
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