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 * Remove specific license info from outdated readme.txt, instead leave details to the source files.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
53 lines
1.4 KiB
C++
53 lines
1.4 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 "device/memory.h"
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#include "kernel/types.h"
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#include "util/function.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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class Progress;
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enum ShaderEvalType {
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SHADER_EVAL_DISPLACE,
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SHADER_EVAL_BACKGROUND,
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SHADER_EVAL_CURVE_SHADOW_TRANSPARENCY,
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};
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/* ShaderEval class performs shader evaluation for background light and displacement. */
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class ShaderEval {
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public:
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ShaderEval(Device *device, Progress &progress);
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/* Evaluate shader at points specified by KernelShaderEvalInput and write out
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* RGBA colors to output. */
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bool eval(const ShaderEvalType type,
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const int max_num_inputs,
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const int num_channels,
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const function<int(device_vector<KernelShaderEvalInput> &)> &fill_input,
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const function<void(device_vector<float> &)> &read_output);
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protected:
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bool eval_cpu(Device *device,
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const ShaderEvalType type,
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device_vector<KernelShaderEvalInput> &input,
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device_vector<float> &output,
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const int64_t work_size);
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bool eval_gpu(Device *device,
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const ShaderEvalType type,
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device_vector<KernelShaderEvalInput> &input,
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device_vector<float> &output,
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const int64_t work_size);
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Device *device_;
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Progress &progress_;
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};
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CCL_NAMESPACE_END
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