129 if (render_buffers ==
nullptr || render_buffers->
buffer.
data() ==
nullptr) {
143 get_pass_float(render_buffers, buffer_params, destination);
146 get_pass_depth(render_buffers, buffer_params, destination);
149 get_pass_mist(render_buffers, buffer_params, destination);
152 get_pass_sample_count(render_buffers, buffer_params, destination);
155 get_pass_float(render_buffers, buffer_params, destination);
160 DCHECK_EQ(destination.num_components, 4) <<
"Motion pass must have 4 components";
161 get_pass_motion(render_buffers, buffer_params, destination);
165 DCHECK_EQ(destination.num_components, 4) <<
"Cryptomatte pass must have 4 components";
166 get_pass_cryptomatte(render_buffers, buffer_params, destination);
170 DCHECK(destination.num_components == 3 || destination.num_components == 4)
176 get_pass_shadow_catcher_matte_with_shadow(render_buffers, buffer_params, destination);
180 get_pass_shadow_catcher(render_buffers, buffer_params, destination);
188 get_pass_light_path(render_buffers, buffer_params, destination);
189 num_written_components = 4;
195 get_pass_float3(render_buffers, buffer_params, destination);
201 num_written_components = destination.num_components;
205 if (destination.num_components == 3) {
207 get_pass_float3(render_buffers, buffer_params, destination);
213 get_pass_combined(render_buffers, buffer_params, destination);
217 get_pass_float4(render_buffers, buffer_params, destination);
223 pad_pixels(buffer_params, destination, num_written_components);