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blender/intern/cycles/integrator/shader_eval.h

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/*
* Copyright 2011-2021 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.
*/
#pragma once
#include "device/device_memory.h"
#include "kernel/kernel_types.h"
#include "util/util_function.h"
CCL_NAMESPACE_BEGIN
class Device;
class Progress;
enum ShaderEvalType {
SHADER_EVAL_DISPLACE,
SHADER_EVAL_BACKGROUND,
SHADER_EVAL_CURVE_SHADOW_TRANSPARENCY,
};
/* ShaderEval class performs shader evaluation for background light and displacement. */
class ShaderEval {
public:
ShaderEval(Device *device, Progress &progress);
/* Evaluate shader at points specified by KernelShaderEvalInput and write out
* RGBA colors to output. */
bool eval(const ShaderEvalType type,
const int max_num_inputs,
const int num_channels,
const function<int(device_vector<KernelShaderEvalInput> &)> &fill_input,
const function<void(device_vector<float> &)> &read_output);
protected:
bool eval_cpu(Device *device,
const ShaderEvalType type,
device_vector<KernelShaderEvalInput> &input,
device_vector<float> &output,
const int64_t work_size);
bool eval_gpu(Device *device,
const ShaderEvalType type,
device_vector<KernelShaderEvalInput> &input,
device_vector<float> &output,
const int64_t work_size);
Device *device_;
Progress &progress_;
};
CCL_NAMESPACE_END