Remove prefix of filenames that is the same as the folder name. This used to help when #includes were using individual files, but now they are always relative to the cycles root directory and so the prefixes are redundant. For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
122 lines
4.6 KiB
C++
122 lines
4.6 KiB
C++
/*
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* Copyright 2011-2021 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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#include "integrator/pass_accessor_gpu.h"
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#include "device/queue.h"
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#include "session/buffers.h"
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#include "util/log.h"
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CCL_NAMESPACE_BEGIN
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PassAccessorGPU::PassAccessorGPU(DeviceQueue *queue,
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const PassAccessInfo &pass_access_info,
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float exposure,
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int num_samples)
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: PassAccessor(pass_access_info, exposure, num_samples), queue_(queue)
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{
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}
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/* --------------------------------------------------------------------
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* Kernel execution.
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*/
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void PassAccessorGPU::run_film_convert_kernels(DeviceKernel kernel,
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const RenderBuffers *render_buffers,
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const BufferParams &buffer_params,
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const Destination &destination) const
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{
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KernelFilmConvert kfilm_convert;
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init_kernel_film_convert(&kfilm_convert, buffer_params, destination);
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const int work_size = buffer_params.window_width * buffer_params.window_height;
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const int destination_stride = destination.stride != 0 ? destination.stride :
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buffer_params.window_width;
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const int offset = buffer_params.window_x * buffer_params.pass_stride +
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buffer_params.window_y * buffer_params.stride * buffer_params.pass_stride;
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if (destination.d_pixels) {
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DCHECK_EQ(destination.stride, 0) << "Custom stride for float destination is not implemented.";
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void *args[] = {const_cast<KernelFilmConvert *>(&kfilm_convert),
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const_cast<device_ptr *>(&destination.d_pixels),
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const_cast<device_ptr *>(&render_buffers->buffer.device_pointer),
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const_cast<int *>(&work_size),
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const_cast<int *>(&buffer_params.window_width),
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const_cast<int *>(&offset),
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const_cast<int *>(&buffer_params.stride),
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const_cast<int *>(&destination.offset),
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const_cast<int *>(&destination_stride)};
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queue_->enqueue(kernel, work_size, args);
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}
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if (destination.d_pixels_half_rgba) {
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const DeviceKernel kernel_half_float = static_cast<DeviceKernel>(kernel + 1);
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void *args[] = {const_cast<KernelFilmConvert *>(&kfilm_convert),
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const_cast<device_ptr *>(&destination.d_pixels_half_rgba),
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const_cast<device_ptr *>(&render_buffers->buffer.device_pointer),
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const_cast<int *>(&work_size),
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const_cast<int *>(&buffer_params.window_width),
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const_cast<int *>(&offset),
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const_cast<int *>(&buffer_params.stride),
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const_cast<int *>(&destination.offset),
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const_cast<int *>(&destination_stride)};
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queue_->enqueue(kernel_half_float, work_size, args);
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}
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queue_->synchronize();
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}
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/* --------------------------------------------------------------------
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* Pass accessors.
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*/
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#define DEFINE_PASS_ACCESSOR(pass, kernel_pass) \
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void PassAccessorGPU::get_pass_##pass(const RenderBuffers *render_buffers, \
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const BufferParams &buffer_params, \
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const Destination &destination) const \
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{ \
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run_film_convert_kernels( \
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DEVICE_KERNEL_FILM_CONVERT_##kernel_pass, render_buffers, buffer_params, destination); \
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}
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/* Float (scalar) passes. */
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DEFINE_PASS_ACCESSOR(depth, DEPTH);
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DEFINE_PASS_ACCESSOR(mist, MIST);
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DEFINE_PASS_ACCESSOR(sample_count, SAMPLE_COUNT);
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DEFINE_PASS_ACCESSOR(float, FLOAT);
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/* Float3 passes. */
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DEFINE_PASS_ACCESSOR(light_path, LIGHT_PATH);
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DEFINE_PASS_ACCESSOR(float3, FLOAT3);
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/* Float4 passes. */
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DEFINE_PASS_ACCESSOR(motion, MOTION);
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DEFINE_PASS_ACCESSOR(cryptomatte, CRYPTOMATTE);
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DEFINE_PASS_ACCESSOR(shadow_catcher, SHADOW_CATCHER);
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DEFINE_PASS_ACCESSOR(shadow_catcher_matte_with_shadow, SHADOW_CATCHER_MATTE_WITH_SHADOW);
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DEFINE_PASS_ACCESSOR(combined, COMBINED);
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DEFINE_PASS_ACCESSOR(float4, FLOAT4);
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#undef DEFINE_PASS_ACCESSOR
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CCL_NAMESPACE_END
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