9cfc7967dd
* 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 * Remove specific license info from outdated readme.txt, instead leave details to the source files.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
56 lines
1.6 KiB
C++
56 lines
1.6 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#pragma once
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#include "integrator/pass_accessor.h"
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#include "kernel/types.h"
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CCL_NAMESPACE_BEGIN
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class DeviceQueue;
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/* Pass accessor implementation for GPU side. */
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class PassAccessorGPU : public PassAccessor {
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public:
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PassAccessorGPU(DeviceQueue *queue,
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const PassAccessInfo &pass_access_info,
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float exposure,
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int num_samples);
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protected:
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void run_film_convert_kernels(DeviceKernel kernel,
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const RenderBuffers *render_buffers,
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const BufferParams &buffer_params,
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const Destination &destination) const;
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#define DECLARE_PASS_ACCESSOR(pass) \
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virtual void get_pass_##pass(const RenderBuffers *render_buffers, \
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const BufferParams &buffer_params, \
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const Destination &destination) const override;
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/* Float (scalar) passes. */
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DECLARE_PASS_ACCESSOR(depth);
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DECLARE_PASS_ACCESSOR(mist);
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DECLARE_PASS_ACCESSOR(sample_count);
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DECLARE_PASS_ACCESSOR(float);
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/* Float3 passes. */
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DECLARE_PASS_ACCESSOR(light_path);
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DECLARE_PASS_ACCESSOR(float3);
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/* Float4 passes. */
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DECLARE_PASS_ACCESSOR(motion);
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DECLARE_PASS_ACCESSOR(cryptomatte);
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DECLARE_PASS_ACCESSOR(shadow_catcher);
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DECLARE_PASS_ACCESSOR(shadow_catcher_matte_with_shadow);
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DECLARE_PASS_ACCESSOR(combined);
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DECLARE_PASS_ACCESSOR(float4);
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#undef DECLARE_PASS_ACCESSOR
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DeviceQueue *queue_;
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};
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CCL_NAMESPACE_END
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