This is supported on Apple Silicon GPUs and macOS 13.0+. Co-authored-by: Stefan Werner <stefan.werner@intel.com> Co-authored-by: Attila Afra <attila.t.afra@intel.com> Pull Request: https://projects.blender.org/blender/blender/pulls/116124
159 lines
5.2 KiB
C++
159 lines
5.2 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
|
|
*
|
|
* SPDX-License-Identifier: Apache-2.0 */
|
|
|
|
#pragma once
|
|
|
|
#include "scene/pass.h"
|
|
#include "util/half.h"
|
|
#include "util/string.h"
|
|
#include "util/types.h"
|
|
|
|
CCL_NAMESPACE_BEGIN
|
|
|
|
class RenderBuffers;
|
|
class BufferPass;
|
|
class BufferParams;
|
|
struct KernelFilmConvert;
|
|
|
|
/* Helper class which allows to access pass data.
|
|
* Is designed in a way that it is created once when the pass data is known, and then pixels gets
|
|
* progressively update from various render buffers. */
|
|
class PassAccessor {
|
|
public:
|
|
class PassAccessInfo {
|
|
public:
|
|
PassAccessInfo() = default;
|
|
explicit PassAccessInfo(const BufferPass &pass);
|
|
|
|
PassType type = PASS_NONE;
|
|
PassMode mode = PassMode::NOISY;
|
|
bool include_albedo = false;
|
|
bool is_lightgroup = false;
|
|
int offset = -1;
|
|
|
|
/* For the shadow catcher matte pass: whether to approximate shadow catcher pass into its
|
|
* matte pass, so that both artificial objects and shadows can be alpha-overed onto a backdrop.
|
|
*/
|
|
bool use_approximate_shadow_catcher = false;
|
|
|
|
/* When approximate shadow catcher matte is used alpha-over the result on top of background. */
|
|
bool use_approximate_shadow_catcher_background = false;
|
|
|
|
bool show_active_pixels = false;
|
|
};
|
|
|
|
class Destination {
|
|
public:
|
|
Destination() = default;
|
|
Destination(float *pixels, int num_components);
|
|
Destination(const PassType pass_type, half4 *pixels);
|
|
|
|
/* Destination will be initialized with the number of components which is native for the given
|
|
* pass type. */
|
|
explicit Destination(const PassType pass_type);
|
|
|
|
/* CPU-side pointers. only usable by the `PassAccessorCPU`. */
|
|
float *pixels = nullptr;
|
|
half4 *pixels_half_rgba = nullptr;
|
|
|
|
/* Device-side pointers. */
|
|
device_ptr d_pixels = 0;
|
|
device_ptr d_pixels_half_rgba = 0;
|
|
|
|
/* Number of components per pixel in the floating-point destination.
|
|
* Is ignored for half4 destination (where number of components is implied to be 4). */
|
|
int num_components = 0;
|
|
|
|
/* Offset in pixels from the beginning of pixels storage.
|
|
* Allows to get pixels of render buffer into a partial slice of the destination. */
|
|
int offset = 0;
|
|
|
|
/* Offset in floats from the beginning of pixels storage.
|
|
* Is ignored for half4 destination. */
|
|
int pixel_offset = 0;
|
|
|
|
/* Number of floats per pixel. When zero is the same as `num_components`.
|
|
*
|
|
* NOTE: Is ignored for half4 destination, as the half4 pixels are always 4-component
|
|
* half-floats. */
|
|
int pixel_stride = 0;
|
|
|
|
/* Row stride in pixel elements:
|
|
* - For the float destination stride is a number of floats per row.
|
|
* - For the half4 destination stride is a number of half4 per row. */
|
|
int stride = 0;
|
|
};
|
|
|
|
class Source {
|
|
public:
|
|
Source() = default;
|
|
Source(const float *pixels, int num_components);
|
|
|
|
/* CPU-side pointers. only usable by the `PassAccessorCPU`. */
|
|
const float *pixels = nullptr;
|
|
int num_components = 0;
|
|
|
|
/* Offset in pixels from the beginning of pixels storage.
|
|
* Allows to get pixels of render buffer into a partial slice of the destination. */
|
|
int offset = 0;
|
|
};
|
|
|
|
PassAccessor(const PassAccessInfo &pass_access_info, float exposure, int num_samples);
|
|
|
|
virtual ~PassAccessor() = default;
|
|
|
|
/* Get pass data from the given render buffers, perform needed filtering, and store result into
|
|
* the pixels.
|
|
* The result is stored sequentially starting from the very beginning of the pixels memory. */
|
|
bool get_render_tile_pixels(const RenderBuffers *render_buffers,
|
|
const Destination &destination) const;
|
|
bool get_render_tile_pixels(const RenderBuffers *render_buffers,
|
|
const BufferParams &buffer_params,
|
|
const Destination &destination) const;
|
|
/* Set pass data for the given render buffers. Used for baking to read from passes. */
|
|
bool set_render_tile_pixels(RenderBuffers *render_buffers, const Source &source);
|
|
|
|
const PassAccessInfo &get_pass_access_info() const
|
|
{
|
|
return pass_access_info_;
|
|
}
|
|
|
|
protected:
|
|
virtual void init_kernel_film_convert(KernelFilmConvert *kfilm_convert,
|
|
const BufferParams &buffer_params,
|
|
const Destination &destination) const;
|
|
|
|
#define DECLARE_PASS_ACCESSOR(pass) \
|
|
virtual void get_pass_##pass(const RenderBuffers *render_buffers, \
|
|
const BufferParams &buffer_params, \
|
|
const Destination &destination) const = 0;
|
|
|
|
/* Float (scalar) passes. */
|
|
DECLARE_PASS_ACCESSOR(depth)
|
|
DECLARE_PASS_ACCESSOR(mist)
|
|
DECLARE_PASS_ACCESSOR(sample_count)
|
|
DECLARE_PASS_ACCESSOR(float)
|
|
|
|
/* Float3 passes. */
|
|
DECLARE_PASS_ACCESSOR(light_path)
|
|
DECLARE_PASS_ACCESSOR(shadow_catcher)
|
|
DECLARE_PASS_ACCESSOR(float3)
|
|
|
|
/* Float4 passes. */
|
|
DECLARE_PASS_ACCESSOR(motion)
|
|
DECLARE_PASS_ACCESSOR(cryptomatte)
|
|
DECLARE_PASS_ACCESSOR(shadow_catcher_matte_with_shadow)
|
|
DECLARE_PASS_ACCESSOR(combined)
|
|
DECLARE_PASS_ACCESSOR(float4)
|
|
|
|
#undef DECLARE_PASS_ACCESSOR
|
|
|
|
PassAccessInfo pass_access_info_;
|
|
|
|
float exposure_ = 0.0f;
|
|
int num_samples_ = 0;
|
|
};
|
|
|
|
CCL_NAMESPACE_END
|