blender/intern/cycles/render/bake.h
Brecht Van Lommel d9773edaa3 Cycles: code refactor to bake using regular render session and tiles
There should be no user visible change from this, except that tile size
now affects performance. The goal here is to simplify bake denoising in
D3099, letting it reuse more denoising tiles and pass code.

A lot of code is now shared with regular rendering, with the two main
differences being that we read some render result passes from the bake API
when starting to render a tile, and call the bake kernel instead of the
path trace kernel.

With this kind of design where Cycles asks for tiles from the bake API,
it should eventually be easier to reduce memory usage, show tiles as
they are baked, or bake multiple passes at once, though there's still
quite some work needed for that.

Reviewers: #cycles

Subscribers: monio, wmatyjewicz, lukasstockner97, michaelknubben

Differential Revision: https://developer.blender.org/D3108
2020-05-15 20:25:24 +02:00

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/*
* Copyright 2011-2014 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.
*/
#ifndef __BAKE_H__
#define __BAKE_H__
#include "device/device.h"
#include "render/scene.h"
#include "util/util_progress.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class BakeManager {
public:
BakeManager();
~BakeManager();
void set(Scene *scene, const std::string &object_name, ShaderEvalType type, int pass_filter);
bool get_baking();
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
void device_free(Device *device, DeviceScene *dscene);
bool need_update;
private:
ShaderEvalType type;
int pass_filter;
std::string object_name;
};
CCL_NAMESPACE_END
#endif /* __BAKE_H__ */