40 const char *view_name,
96 const char *view_name);
118 const char *layer_name,
120 const char *view_name,
126 const char *layer_name,
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei width
a MemoryBuffer contains access to the data of a chunk
NodeOperation contains calculation logic.
eCompositorPriority get_render_priority() const override
get the render priority of this node.
OutputOpenExrMultiLayerOperation(const Scene *scene, const RenderData *rd, const bNodeTree *tree, const char *path, char exr_codec, bool exr_half_float, const char *view_name)
void deinit_execution() override
void add_layer(const char *name, DataType datatype, bool use_layer)
Vector< OutputOpenExrLayer > layers_
void execute_region(rcti *rect, unsigned int tile_number) override
when a chunk is executed by a CPUDevice, this method is called
void update_memory_buffer_partial(MemoryBuffer *output, const rcti &area, Span< MemoryBuffer * > inputs) override
bool is_output_operation(bool) const override
is_output_operation determines whether this operation is an output of the ExecutionSystem during rend...
void init_execution() override
StampData * create_stamp_data() const
void deinit_execution() override
eCompositorPriority get_render_priority() const override
get the render priority of this node.
OutputSingleLayerOperation(const Scene *scene, const RenderData *rd, const bNodeTree *tree, DataType datatype, const ImageFormatData *format, const char *path, const char *view_name, bool save_as_render)
~OutputSingleLayerOperation()
SocketReader * image_input_
void execute_region(rcti *rect, unsigned int tile_number) override
when a chunk is executed by a CPUDevice, this method is called
bool is_output_operation(bool) const override
is_output_operation determines whether this operation is an output of the ExecutionSystem during rend...
void update_memory_buffer_partial(MemoryBuffer *output, const rcti &area, Span< MemoryBuffer * > inputs) override
void init_execution() override
eCompositorPriority
Possible priority settings.
@ Low
Low quality setting.
DataType
possible data types for sockets
ccl_global KernelShaderEvalInput ccl_global float * output
static void area(int d1, int d2, int e1, int e2, float weights[2])
void add_exr_channels(void *exrhandle, const char *layer_name, const DataType datatype, const char *view_name, const size_t width, bool use_half_float, float *buf)
int get_datatype_size(DataType datatype)
void free_exr_channels(void *exrhandle, const RenderData *rd, const char *layer_name, const DataType datatype)
static bNodeSocketTemplate inputs[]
SocketReader * image_input
OutputOpenExrLayer(const char *name, DataType datatype, bool use_layer)
char name[EXR_TOT_MAXNAME - 2]