60 ImBuf *image_buffer) = 0;
80 const float image_resolution[2],
81 float r_uv_to_texture[4][4])
const = 0;
struct GPUTexture GPUTexture
virtual void get_gpu_textures(Image *image, ImageUser *iuser, ImBuf *image_buffer, GPUTexture **r_gpu_texture, bool *r_owns_texture, GPUTexture **r_tex_tile_data)=0
virtual ImageUser * get_image_user()=0
virtual ~AbstractSpaceAccessor()=default
virtual bool use_tile_drawing() const =0
Is (wrap) repeat option enabled in the space.
virtual Image * get_image(Main *bmain)=0
virtual void release_buffer(Image *image, ImBuf *image_buffer, void *lock)=0
virtual void get_shader_parameters(ShaderParameters &r_shader_parameters, ImBuf *image_buffer)=0
virtual ImBuf * acquire_image_buffer(Image *image, void **lock)=0
virtual void init_ss_to_texture_matrix(const ARegion *region, const float image_resolution[2], float r_uv_to_texture[4][4]) const =0
Initialize r_uv_to_texture matrix to transform from normalized screen space coordinates (0....
depth_tx normal_tx diffuse_light_tx specular_light_tx volume_light_tx environment_tx ambient_occlusion_tx aov_value_tx in_weight_img image(1, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D_ARRAY, "out_weight_img") .image(3