127 if (render_buffers ==
nullptr || render_buffers->
buffer.
data() ==
nullptr) {
141 get_pass_float(render_buffers, buffer_params, destination);
144 get_pass_depth(render_buffers, buffer_params, destination);
147 get_pass_mist(render_buffers, buffer_params, destination);
150 get_pass_sample_count(render_buffers, buffer_params, destination);
153 get_pass_float(render_buffers, buffer_params, destination);
159 get_pass_motion(render_buffers, buffer_params, destination);
164 get_pass_cryptomatte(render_buffers, buffer_params, destination);
174 get_pass_shadow_catcher_matte_with_shadow(render_buffers, buffer_params, destination);
178 get_pass_shadow_catcher(render_buffers, buffer_params, destination);
186 get_pass_light_path(render_buffers, buffer_params, destination);
187 num_written_components = 4;
193 get_pass_float3(render_buffers, buffer_params, destination);
205 get_pass_float3(render_buffers, buffer_params, destination);
211 get_pass_combined(render_buffers, buffer_params, destination);
215 get_pass_float4(render_buffers, buffer_params, destination);
221 pad_pixels(buffer_params, destination, num_written_components);