98 const char *pass_name) = 0;
122 const char *pass_name,
ID and Library types, which are fundamental for SDNA.
struct GPUShader GPUShader
virtual IDRecalcFlag query_id_recalc_flag(ID *id) const =0
virtual rcti get_compositing_region() const =0
StaticCacheManager & cache_manager()
virtual const Scene & get_scene() const =0
virtual bool is_canceled() const
virtual Result get_viewer_output_result(Domain domain, bool is_data, ResultPrecision precision)=0
GPUShader * get_shader(const char *info_name, ResultPrecision precision)
Result create_result(ResultType type, ResultPrecision precision)
int2 get_compositing_region_size() const
virtual bool use_composite_output() const =0
virtual bool use_gpu() const =0
virtual const RenderData & get_render_data() const =0
virtual ResultPrecision get_precision() const =0
virtual bool should_compute_node_previews() const =0
virtual const bNodeTree & get_node_tree() const =0
virtual bool use_file_output() const =0
Context(TexturePool &texture_pool)
virtual void set_info_message(StringRef message) const =0
bool is_valid_compositing_region() const
TexturePool & texture_pool()
virtual void evaluate_operation_post() const
virtual int2 get_render_size() const =0
virtual RenderContext * render_context() const
virtual StringRef get_view_name() const =0
virtual GPUTexture * get_input_texture(const Scene *scene, int view_layer, const char *pass_name)=0
virtual void populate_meta_data_for_pass(const Scene *scene, int view_layer_id, const char *pass_name, MetaData &meta_data) const
float get_render_percentage() const
int get_frame_number() const
virtual Result get_output_result()=0
virtual Profiler * profiler() const
VecBase< int32_t, 2 > int2