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blender-archive/intern/cycles/integrator/pass_accessor_cpu.cpp
Brecht Van Lommel fd25e883e2 Cycles: remove prefix from source code file names
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.
2021-10-26 15:37:04 +02:00

191 lines
7.6 KiB
C++

/*
* 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.
*/
#include "integrator/pass_accessor_cpu.h"
#include "session/buffers.h"
#include "util/log.h"
#include "util/tbb.h"
// clang-format off
#include "kernel/device/cpu/compat.h"
#include "kernel/device/cpu/globals.h"
#include "kernel/types.h"
#include "kernel/film/read.h"
// clang-format on
CCL_NAMESPACE_BEGIN
/* --------------------------------------------------------------------
* Kernel processing.
*/
template<typename Processor>
inline void PassAccessorCPU::run_get_pass_kernel_processor(const RenderBuffers *render_buffers,
const BufferParams &buffer_params,
const Destination &destination,
const Processor &processor) const
{
KernelFilmConvert kfilm_convert;
init_kernel_film_convert(&kfilm_convert, buffer_params, destination);
if (destination.pixels) {
/* NOTE: No overlays are applied since they are not used for final renders.
* Can be supported via some sort of specialization to avoid code duplication. */
run_get_pass_kernel_processor_float(
&kfilm_convert, render_buffers, buffer_params, destination, processor);
}
if (destination.pixels_half_rgba) {
/* TODO(sergey): Consider adding specialization to avoid per-pixel overlay check. */
if (destination.num_components == 1) {
run_get_pass_kernel_processor_half_rgba(&kfilm_convert,
render_buffers,
buffer_params,
destination,
[&processor](const KernelFilmConvert *kfilm_convert,
ccl_global const float *buffer,
float *pixel_rgba) {
float pixel;
processor(kfilm_convert, buffer, &pixel);
pixel_rgba[0] = pixel;
pixel_rgba[1] = pixel;
pixel_rgba[2] = pixel;
pixel_rgba[3] = 1.0f;
});
}
else if (destination.num_components == 3) {
run_get_pass_kernel_processor_half_rgba(&kfilm_convert,
render_buffers,
buffer_params,
destination,
[&processor](const KernelFilmConvert *kfilm_convert,
ccl_global const float *buffer,
float *pixel_rgba) {
processor(kfilm_convert, buffer, pixel_rgba);
pixel_rgba[3] = 1.0f;
});
}
else if (destination.num_components == 4) {
run_get_pass_kernel_processor_half_rgba(
&kfilm_convert, render_buffers, buffer_params, destination, processor);
}
}
}
template<typename Processor>
inline void PassAccessorCPU::run_get_pass_kernel_processor_float(
const KernelFilmConvert *kfilm_convert,
const RenderBuffers *render_buffers,
const BufferParams &buffer_params,
const Destination &destination,
const Processor &processor) const
{
DCHECK_EQ(destination.stride, 0) << "Custom stride for float destination is not implemented.";
const int64_t pass_stride = buffer_params.pass_stride;
const int64_t buffer_row_stride = buffer_params.stride * buffer_params.pass_stride;
const float *window_data = render_buffers->buffer.data() + buffer_params.window_x * pass_stride +
buffer_params.window_y * buffer_row_stride;
const int pixel_stride = destination.pixel_stride ? destination.pixel_stride :
destination.num_components;
tbb::parallel_for(0, buffer_params.window_height, [&](int64_t y) {
const float *buffer = window_data + y * buffer_row_stride;
float *pixel = destination.pixels +
(y * buffer_params.width + destination.offset) * pixel_stride;
for (int64_t x = 0; x < buffer_params.window_width;
++x, buffer += pass_stride, pixel += pixel_stride) {
processor(kfilm_convert, buffer, pixel);
}
});
}
template<typename Processor>
inline void PassAccessorCPU::run_get_pass_kernel_processor_half_rgba(
const KernelFilmConvert *kfilm_convert,
const RenderBuffers *render_buffers,
const BufferParams &buffer_params,
const Destination &destination,
const Processor &processor) const
{
const int64_t pass_stride = buffer_params.pass_stride;
const int64_t buffer_row_stride = buffer_params.stride * buffer_params.pass_stride;
const float *window_data = render_buffers->buffer.data() + buffer_params.window_x * pass_stride +
buffer_params.window_y * buffer_row_stride;
half4 *dst_start = destination.pixels_half_rgba + destination.offset;
const int destination_stride = destination.stride != 0 ? destination.stride :
buffer_params.width;
tbb::parallel_for(0, buffer_params.window_height, [&](int64_t y) {
const float *buffer = window_data + y * buffer_row_stride;
half4 *pixel = dst_start + y * destination_stride;
for (int64_t x = 0; x < buffer_params.window_width; ++x, buffer += pass_stride, ++pixel) {
float pixel_rgba[4];
processor(kfilm_convert, buffer, pixel_rgba);
film_apply_pass_pixel_overlays_rgba(kfilm_convert, buffer, pixel_rgba);
*pixel = float4_to_half4_display(
make_float4(pixel_rgba[0], pixel_rgba[1], pixel_rgba[2], pixel_rgba[3]));
}
});
}
/* --------------------------------------------------------------------
* Pass accessors.
*/
#define DEFINE_PASS_ACCESSOR(pass) \
void PassAccessorCPU::get_pass_##pass(const RenderBuffers *render_buffers, \
const BufferParams &buffer_params, \
const Destination &destination) const \
{ \
run_get_pass_kernel_processor( \
render_buffers, buffer_params, destination, film_get_pass_pixel_##pass); \
}
/* Float (scalar) passes. */
DEFINE_PASS_ACCESSOR(depth)
DEFINE_PASS_ACCESSOR(mist)
DEFINE_PASS_ACCESSOR(sample_count)
DEFINE_PASS_ACCESSOR(float)
/* Float3 passes. */
DEFINE_PASS_ACCESSOR(light_path)
DEFINE_PASS_ACCESSOR(shadow_catcher)
DEFINE_PASS_ACCESSOR(float3)
/* Float4 passes. */
DEFINE_PASS_ACCESSOR(motion)
DEFINE_PASS_ACCESSOR(cryptomatte)
DEFINE_PASS_ACCESSOR(shadow_catcher_matte_with_shadow)
DEFINE_PASS_ACCESSOR(combined)
DEFINE_PASS_ACCESSOR(float4)
#undef DEFINE_PASS_ACCESSOR
CCL_NAMESPACE_END