Go to the source code of this file.
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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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| | DEFINE_PASS_ACCESSOR (light_path, LIGHT_PATH) |
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| | DEFINE_PASS_ACCESSOR (float3, FLOAT3) |
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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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◆ DEFINE_PASS_ACCESSOR
| #define DEFINE_PASS_ACCESSOR |
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| pass, |
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| kernel_pass ) |
Value: void PassAccessorGPU::get_pass_##pass(
const RenderBuffers *render_buffers, \
const Destination &destination) const \
{ \
run_film_convert_kernels( \
DEVICE_KERNEL_FILM_CONVERT_##kernel_pass, render_buffers, buffer_params, destination); \
}
Definition at line 81 of file pass_accessor_gpu.cpp.
◆ DEFINE_PASS_ACCESSOR() [1/12]
| DEFINE_PASS_ACCESSOR |
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combined | , |
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COMBINED | ) |
◆ DEFINE_PASS_ACCESSOR() [2/12]
| DEFINE_PASS_ACCESSOR |
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cryptomatte | , |
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CRYPTOMATTE | ) |
◆ DEFINE_PASS_ACCESSOR() [3/12]
| DEFINE_PASS_ACCESSOR |
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depth | , |
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DEPTH | ) |
◆ DEFINE_PASS_ACCESSOR() [4/12]
◆ DEFINE_PASS_ACCESSOR() [5/12]
◆ DEFINE_PASS_ACCESSOR() [6/12]
| DEFINE_PASS_ACCESSOR |
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float4 | , |
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FLOAT4 | ) |
◆ DEFINE_PASS_ACCESSOR() [7/12]
| DEFINE_PASS_ACCESSOR |
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light_path | , |
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LIGHT_PATH | ) |
◆ DEFINE_PASS_ACCESSOR() [8/12]
| DEFINE_PASS_ACCESSOR |
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mist | , |
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MIST | ) |
◆ DEFINE_PASS_ACCESSOR() [9/12]
| DEFINE_PASS_ACCESSOR |
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motion | , |
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MOTION | ) |
◆ DEFINE_PASS_ACCESSOR() [10/12]
| DEFINE_PASS_ACCESSOR |
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sample_count | , |
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SAMPLE_COUNT | ) |
◆ DEFINE_PASS_ACCESSOR() [11/12]
| DEFINE_PASS_ACCESSOR |
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shadow_catcher | , |
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SHADOW_CATCHER | ) |
◆ DEFINE_PASS_ACCESSOR() [12/12]
| DEFINE_PASS_ACCESSOR |
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shadow_catcher_matte_with_shadow | , |
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SHADOW_CATCHER_MATTE_WITH_SHADOW | ) |