blender/intern/cycles/integrator/pass_accessor_cpu.h
Brecht Van Lommel 0803119725 Cycles: merge of cycles-x branch, a major update to the renderer
This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.

Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.

Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles
https://wiki.blender.org/wiki/Source/Render/Cycles

Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)

For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.

Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-09-21 14:55:54 +02:00

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/*
* Copyright 2011-2021 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include "integrator/pass_accessor.h"
CCL_NAMESPACE_BEGIN
struct KernelFilmConvert;
/* Pass accessor implementation for CPU side. */
class PassAccessorCPU : public PassAccessor {
public:
using PassAccessor::PassAccessor;
protected:
template<typename Processor>
inline void run_get_pass_kernel_processor(const RenderBuffers *render_buffers,
const BufferParams &buffer_params,
const Destination &destination,
const Processor &processor) const;
template<typename Processor>
inline void run_get_pass_kernel_processor_float(const KernelFilmConvert *kfilm_convert,
const RenderBuffers *render_buffers,
const BufferParams &buffer_params,
const Destination &destination,
const Processor &processor) const;
template<typename Processor>
inline void run_get_pass_kernel_processor_half_rgba(const KernelFilmConvert *kfilm_convert,
const RenderBuffers *render_buffers,
const BufferParams &buffer_params,
const Destination &destination,
const Processor &processor) 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(shadow_catcher)
DECLARE_PASS_ACCESSOR(float3)
/* Float4 passes. */
DECLARE_PASS_ACCESSOR(motion)
DECLARE_PASS_ACCESSOR(cryptomatte)
DECLARE_PASS_ACCESSOR(shadow_catcher_matte_with_shadow)
DECLARE_PASS_ACCESSOR(combined)
DECLARE_PASS_ACCESSOR(float4)
#undef DECLARE_PASS_ACCESSOR
};
CCL_NAMESPACE_END