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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-08-31 03:49:38 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-08-31 03:49:38 +0400
commit29f6616d609fbd92cf313b0fdec555c2fcb4ede0 (patch)
treee0c9500368c5210071cb841ea86f5674b0cf6f25 /intern/cycles/device/device_memory.h
parent60ff60dcdc9f43891fb8a19e10f9bb7964a539bf (diff)
Cycles: viewport render now takes scene color management settings into account,
except for curves, that's still missing from the OpenColorIO GLSL shader. The pixels are stored in a half float texture, converterd from full float with native GPU instructions and SIMD on the CPU, so it should be pretty quick. Using a GLSL shader is useful for GPU render because it avoids a copy through CPU memory.
Diffstat (limited to 'intern/cycles/device/device_memory.h')
-rw-r--r--intern/cycles/device/device_memory.h9
1 files changed, 8 insertions, 1 deletions
diff --git a/intern/cycles/device/device_memory.h b/intern/cycles/device/device_memory.h
index d27dd19cc96..18e6242d23d 100644
--- a/intern/cycles/device/device_memory.h
+++ b/intern/cycles/device/device_memory.h
@@ -46,7 +46,8 @@ enum DataType {
TYPE_UCHAR,
TYPE_UINT,
TYPE_INT,
- TYPE_FLOAT
+ TYPE_FLOAT,
+ TYPE_HALF
};
static inline size_t datatype_size(DataType datatype)
@@ -56,6 +57,7 @@ static inline size_t datatype_size(DataType datatype)
case TYPE_FLOAT: return sizeof(float);
case TYPE_UINT: return sizeof(uint);
case TYPE_INT: return sizeof(int);
+ case TYPE_HALF: return sizeof(half);
default: return 0;
}
}
@@ -147,6 +149,11 @@ template<> struct device_type_traits<float4> {
static const int num_elements = 4;
};
+template<> struct device_type_traits<half4> {
+ static const DataType data_type = TYPE_HALF;
+ static const int num_elements = 4;
+};
+
/* Device Memory */
class device_memory