_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 y
Base class for all image operations.
a MemoryBuffer contains access to the data of a chunk
MultilayerBaseOperation(RenderLayer *render_layer, RenderPass *render_pass, int view)
RenderPass * render_pass_
ImBuf * get_im_buf() override
void update_memory_buffer_partial(MemoryBuffer *output, const rcti &area, Span< MemoryBuffer * > inputs) override
RenderLayer * render_layer_
MultilayerColorOperation(RenderLayer *render_layer, RenderPass *render_pass, int view)
void execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) override
calculate a single pixel
std::unique_ptr< MetaData > get_meta_data() override
MultilayerValueOperation(RenderLayer *render_layer, RenderPass *render_pass, int view)
void execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) override
calculate a single pixel
MultilayerVectorOperation(RenderLayer *render_layer, RenderPass *render_pass, int view)
void execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) override
calculate a single pixel
void add_output_socket(DataType datatype)
depth_tx sampler(1, ImageType::FLOAT_2D, "combined_tx") .sampler(2
@ Vector
Vector data type.
ccl_global KernelShaderEvalInput ccl_global float * output
static void area(int d1, int d2, int e1, int e2, float weights[2])
static bNodeSocketTemplate inputs[]