blender/intern/cycles/render/integrator.h
Kévin Dietrich d0f59d3842 Fix T85144: Cycles crashes when editing render properties in viewport
rendering

Issue was caused by the sample pattern LUT always being freed and not
rebuilt when properties driving its dimensions were modified.
2021-01-29 17:35:28 +01:00

115 lines
3.0 KiB
C++

/*
* Copyright 2011-2013 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 __INTEGRATOR_H__
#define __INTEGRATOR_H__
#include "kernel/kernel_types.h"
#include "graph/node.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Scene;
class Integrator : public Node {
public:
NODE_DECLARE
NODE_SOCKET_API(int, min_bounce)
NODE_SOCKET_API(int, max_bounce)
NODE_SOCKET_API(int, max_diffuse_bounce)
NODE_SOCKET_API(int, max_glossy_bounce)
NODE_SOCKET_API(int, max_transmission_bounce)
NODE_SOCKET_API(int, max_volume_bounce)
NODE_SOCKET_API(int, transparent_min_bounce)
NODE_SOCKET_API(int, transparent_max_bounce)
NODE_SOCKET_API(int, ao_bounces)
NODE_SOCKET_API(int, volume_max_steps)
NODE_SOCKET_API(float, volume_step_rate)
NODE_SOCKET_API(bool, caustics_reflective)
NODE_SOCKET_API(bool, caustics_refractive)
NODE_SOCKET_API(float, filter_glossy)
NODE_SOCKET_API(int, seed)
NODE_SOCKET_API(float, sample_clamp_direct)
NODE_SOCKET_API(float, sample_clamp_indirect)
NODE_SOCKET_API(bool, motion_blur)
/* Maximum number of samples, beyond which we are likely to run into
* precision issues for sampling patterns. */
static const int MAX_SAMPLES = (1 << 24);
NODE_SOCKET_API(int, aa_samples)
NODE_SOCKET_API(int, diffuse_samples)
NODE_SOCKET_API(int, glossy_samples)
NODE_SOCKET_API(int, transmission_samples)
NODE_SOCKET_API(int, ao_samples)
NODE_SOCKET_API(int, mesh_light_samples)
NODE_SOCKET_API(int, subsurface_samples)
NODE_SOCKET_API(int, volume_samples)
NODE_SOCKET_API(int, start_sample)
NODE_SOCKET_API(bool, sample_all_lights_direct)
NODE_SOCKET_API(bool, sample_all_lights_indirect)
NODE_SOCKET_API(float, light_sampling_threshold)
NODE_SOCKET_API(int, adaptive_min_samples)
NODE_SOCKET_API(float, adaptive_threshold)
enum Method {
BRANCHED_PATH = 0,
PATH = 1,
NUM_METHODS,
};
NODE_SOCKET_API(Method, method)
NODE_SOCKET_API(SamplingPattern, sampling_pattern)
enum : uint32_t {
AO_PASS_MODIFIED = (1 << 0),
BACKGROUND_AO_MODIFIED = (1 << 1),
LIGHT_SAMPLES_MODIFIED = (1 << 2),
/* tag everything in the manager for an update */
UPDATE_ALL = ~0u,
UPDATE_NONE = 0u,
};
Integrator();
~Integrator();
void device_update(Device *device, DeviceScene *dscene, Scene *scene);
void device_free(Device *device, DeviceScene *dscene, bool force_free = false);
void tag_update(Scene *scene, uint32_t flag);
};
CCL_NAMESPACE_END
#endif /* __INTEGRATOR_H__ */