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blender-archive/source/blender/compositor/operations/COM_WriteBufferOperation.h
Jeroen Bakker c25240ad54 Compositor read buffers work directly on the memory buffer.
This way we can remove the memoryBuffers parameter in the executePixels,
and (de)initializeTileData methods
2012-07-11 10:45:56 +00:00

55 lines
1.8 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor:
* Jeroen Bakker
* Monique Dewanchand
*/
#ifndef _COM_WriteBufferOperation_h_
#define _COM_WriteBufferOperation_h_
#include "COM_NodeOperation.h"
#include "COM_MemoryProxy.h"
#include "COM_SocketReader.h"
/**
* @brief Operation to write to a tile
* @ingroup Operation
*/
class WriteBufferOperation : public NodeOperation {
MemoryProxy *m_memoryProxy;
NodeOperation *m_input;
public:
WriteBufferOperation();
~WriteBufferOperation();
int isBufferOperation() { return true; }
MemoryProxy *getMemoryProxy() { return this->m_memoryProxy; }
void executePixel(float *color, float x, float y, PixelSampler sampler, MemoryBuffer * inputBuffers[]);
const bool isWriteBufferOperation() const { return true; }
void executeRegion(rcti *rect, unsigned int tileNumber);
void initExecution();
void deinitExecution();
void executeOpenCLRegion(OpenCLDevice* device, rcti *rect, unsigned int chunkNumber, MemoryBuffer **memoryBuffers, MemoryBuffer *outputBuffer);
void readResolutionFromInputSocket();
inline NodeOperation *getInput() {
return m_input;
}
};
#endif