Make it easier to create debug passes with more than 1 channel
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6322867e54
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@ -541,13 +541,19 @@ static const char *debug_pass_type_name_get(int debug_type)
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return "Unknown";
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}
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static int debug_pass_channels_get(int UNUSED(debug_type))
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{
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/* Only single case currently, might be handy for further debug passes. */
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return 1;
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}
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static RenderPass *render_layer_add_debug_pass(RenderResult *rr,
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RenderLayer *rl,
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int channels,
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int pass_type,
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int debug_type,
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const char *view)
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{
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int channels = debug_pass_channels_get(debug_type);
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RenderPass *rpass = render_layer_add_pass(rr, rl, channels, pass_type, view);
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rpass->debug_type = debug_type;
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BLI_strncpy(rpass->name,
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@ -708,7 +714,7 @@ RenderResult *render_result_new(Render *re, rcti *partrct, int crop, int savebuf
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#ifdef WITH_CYCLES_DEBUG
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if (BKE_scene_use_new_shading_nodes(re->scene)) {
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render_layer_add_debug_pass(rr, rl, 1, SCE_PASS_DEBUG,
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render_layer_add_debug_pass(rr, rl, SCE_PASS_DEBUG,
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re->r.debug_pass_type, view);
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}
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#endif
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