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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_network.cpp
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_network.cpp')
-rw-r--r--intern/cycles/device/device_network.cpp5
1 files changed, 2 insertions, 3 deletions
diff --git a/intern/cycles/device/device_network.cpp b/intern/cycles/device/device_network.cpp
index 521739b8ef1..23c1a10fa0a 100644
--- a/intern/cycles/device/device_network.cpp
+++ b/intern/cycles/device/device_network.cpp
@@ -408,7 +408,8 @@ protected:
rcv.read(task);
if(task.buffer) task.buffer = ptr_map[task.buffer];
- if(task.rgba) task.rgba = ptr_map[task.rgba];
+ if(task.rgba_byte) task.rgba_byte = ptr_map[task.rgba_byte];
+ if(task.rgba_half) task.rgba_half = ptr_map[task.rgba_half];
if(task.shader_input) task.shader_input = ptr_map[task.shader_input];
if(task.shader_output) task.shader_output = ptr_map[task.shader_output];
@@ -448,7 +449,6 @@ protected:
if(tile.buffer) tile.buffer = ptr_map[tile.buffer];
if(tile.rng_state) tile.rng_state = ptr_map[tile.rng_state];
- if(tile.rgba) tile.rgba = ptr_map[tile.rgba];
result = true;
break;
@@ -478,7 +478,6 @@ protected:
if(tile.buffer) tile.buffer = ptr_imap[tile.buffer];
if(tile.rng_state) tile.rng_state = ptr_imap[tile.rng_state];
- if(tile.rgba) tile.rgba = ptr_imap[tile.rgba];
RPCSend snd(socket, "release_tile");
snd.add(tile);