blender/intern/cycles/render/buffers.h
Brecht Van Lommel 29f6616d60 Cycles: viewport render now takes scene color management settings into account,
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.
2013-08-30 23:49:38 +00:00

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