forked from bartvdbraak/blender
29f6616d60
except for curves, that's still missing from the OpenColorIO GLSL shader. The pixels are stored in a half float texture, converterd from full float with native GPU instructions and SIMD on the CPU, so it should be pretty quick. Using a GLSL shader is useful for GPU render because it avoids a copy through CPU memory.
152 lines
3.1 KiB
C++
152 lines
3.1 KiB
C++
/*
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* Copyright 2011-2013 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 __BUFFERS_H__
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#define __BUFFERS_H__
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#include "device_memory.h"
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#include "film.h"
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#include "kernel_types.h"
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#include "util_string.h"
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#include "util_thread.h"
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#include "util_types.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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struct float4;
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/* Buffer Parameters
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* Size of render buffer and how it fits in the full image (border render). */
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class BufferParams {
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public:
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/* width/height of the physical buffer */
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int width;
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int height;
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/* offset into and width/height of the full buffer */
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int full_x;
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int full_y;
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int full_width;
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int full_height;
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/* passes */
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vector<Pass> passes;
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/* functions */
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BufferParams();
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void get_offset_stride(int& offset, int& stride);
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bool modified(const BufferParams& params);
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void add_pass(PassType type);
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int get_passes_size();
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};
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/* Render Buffers */
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class RenderBuffers {
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public:
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/* buffer parameters */
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BufferParams params;
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/* float buffer */
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device_vector<float> buffer;
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/* random number generator state */
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device_vector<uint> rng_state;
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RenderBuffers(Device *device);
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~RenderBuffers();
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void reset(Device *device, BufferParams& params);
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bool copy_from_device();
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bool get_pass_rect(PassType type, float exposure, int sample, int components, float *pixels);
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protected:
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void device_free();
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Device *device;
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};
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/* Display Buffer
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*
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* The buffer used for drawing during render, filled by converting the render
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* buffers to byte of half float storage */
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class DisplayBuffer {
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public:
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/* buffer parameters */
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BufferParams params;
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/* dimensions for how much of the buffer is actually ready for display.
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* with progressive render we can be using only a subset of the buffer.
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* if these are zero, it means nothing can be drawn yet */
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int draw_width, draw_height;
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/* draw alpha channel? */
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bool transparent;
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/* use half float? */
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bool half_float;
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/* byte buffer for converted result */
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device_vector<uchar4> rgba_byte;
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device_vector<half4> rgba_half;
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DisplayBuffer(Device *device, bool linear = false);
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~DisplayBuffer();
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void reset(Device *device, BufferParams& params);
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void write(Device *device, const string& filename);
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void draw_set(int width, int height);
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void draw(Device *device);
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bool draw_ready();
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device_memory& rgba_data();
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protected:
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void device_free();
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Device *device;
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};
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/* Render Tile
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* Rendering task on a buffer */
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class RenderTile {
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public:
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int x, y, w, h;
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int start_sample;
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int num_samples;
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int sample;
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int resolution;
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int offset;
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int stride;
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device_ptr buffer;
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device_ptr rng_state;
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RenderBuffers *buffers;
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RenderTile();
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};
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CCL_NAMESPACE_END
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#endif /* __BUFFERS_H__ */
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