blender/intern/cycles/integrator/pass_accessor_gpu.h
Brecht Van Lommel 9cfc7967dd Cycles: use SPDX license headers
* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
  to the source files.
* Add list of SPDX license identifiers used, and corresponding license texts.
* Update copyright dates while we're at it.

Ref D14069, T95597
2022-02-11 17:47:34 +01:00

56 lines
1.6 KiB
C++

/* 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