forked from bartvdbraak/blender
983cbafd18
It now uses the tile size to split the job. For CPU this may add overhead, but for GPU this is highly needed. Reviewers: sergey Differential Revision: https://developer.blender.org/D690
88 lines
2.1 KiB
C++
88 lines
2.1 KiB
C++
/*
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* Copyright 2011-2014 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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*/
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#ifndef __BAKE_H__
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#define __BAKE_H__
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#include "device.h"
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#include "scene.h"
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#include "util_progress.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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class BakeData {
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public:
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BakeData(const int object, const size_t tri_offset, const size_t num_pixels);
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~BakeData();
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void set(int i, int prim, float uv[2], float dudx, float dudy, float dvdx, float dvdy);
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int object();
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size_t size();
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uint4 data(int i);
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uint4 differentials(int i);
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bool is_valid(int i);
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private:
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int m_object;
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size_t m_tri_offset;
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size_t m_num_pixels;
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vector<int>m_primitive;
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vector<float>m_u;
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vector<float>m_v;
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vector<float>m_dudx;
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vector<float>m_dudy;
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vector<float>m_dvdx;
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vector<float>m_dvdy;
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};
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class BakeManager {
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public:
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BakeManager();
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~BakeManager();
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bool get_baking();
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void set_baking(const bool value);
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BakeData *init(const int object, const size_t tri_offset, const size_t num_pixels);
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void set_shader_limit(const size_t x, const size_t y);
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bool bake(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress, ShaderEvalType shader_type, BakeData *bake_data, float result[]);
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_free(Device *device, DeviceScene *dscene);
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static bool is_light_pass(ShaderEvalType type);
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static bool is_aa_pass(ShaderEvalType type);
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bool need_update;
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int num_samples;
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int num_parts;
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private:
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BakeData *m_bake_data;
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bool m_is_baking;
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size_t m_shader_limit;
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};
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CCL_NAMESPACE_END
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#endif /* __BAKE_H__ */
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