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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.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_network.h')
-rw-r--r--intern/cycles/device/device_network.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/intern/cycles/device/device_network.h b/intern/cycles/device/device_network.h
index 5fe574fd4d4..db399cf4240 100644
--- a/intern/cycles/device/device_network.h
+++ b/intern/cycles/device/device_network.h
@@ -94,7 +94,7 @@ public:
int type = (int)task.type;
archive & type & task.x & task.y & task.w & task.h;
- archive & task.rgba & task.buffer & task.sample & task.num_samples;
+ archive & task.rgba_byte & task.rgba_half & task.buffer & task.sample & task.num_samples;
archive & task.offset & task.stride;
archive & task.shader_input & task.shader_output & task.shader_eval_type;
archive & task.shader_x & task.shader_w;
@@ -105,7 +105,7 @@ public:
archive & tile.x & tile.y & tile.w & tile.h;
archive & tile.start_sample & tile.num_samples & tile.sample;
archive & tile.offset & tile.stride;
- archive & tile.buffer & tile.rng_state & tile.rgba;
+ archive & tile.buffer & tile.rng_state;
}
void write()
@@ -234,7 +234,7 @@ public:
int type;
*archive & type & task.x & task.y & task.w & task.h;
- *archive & task.rgba & task.buffer & task.sample & task.num_samples;
+ *archive & task.rgba_byte & task.rgba_half & task.buffer & task.sample & task.num_samples;
*archive & task.resolution & task.offset & task.stride;
*archive & task.shader_input & task.shader_output & task.shader_eval_type;
*archive & task.shader_x & task.shader_w;
@@ -247,7 +247,7 @@ public:
*archive & tile.x & tile.y & tile.w & tile.h;
*archive & tile.start_sample & tile.num_samples & tile.sample;
*archive & tile.resolution & tile.offset & tile.stride;
- *archive & tile.buffer & tile.rng_state & tile.rgba;
+ *archive & tile.buffer & tile.rng_state & tile.rgba_byte & tile.rgba_half;
tile.buffers = NULL;
}