blender/intern/cycles/render/buffers.h
Sergey Sharybin 0579eaae1f Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.

For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.

Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.

This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.

Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.

Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner

Reviewed By: lukasstockner97, maiself, nirved, dingto

Subscribers: brecht

Differential Revision: https://developer.blender.org/D2586
2017-03-29 13:41:11 +02:00

154 lines
3.3 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/device_memory.h"
#include "render/film.h"
#include "kernel/kernel_types.h"
#include "util/util_half.h"
#include "util/util_string.h"
#include "util/util_thread.h"
#include "util/util_types.h"
CCL_NAMESPACE_BEGIN
class Device;
struct DeviceDrawParams;
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 */
array<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;
explicit 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, const DeviceDrawParams& draw_params);
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__ */