diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-08-31 03:49:38 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-08-31 03:49:38 +0400 |
commit | 29f6616d609fbd92cf313b0fdec555c2fcb4ede0 (patch) | |
tree | e0c9500368c5210071cb841ea86f5674b0cf6f25 /intern/cycles/device/device_network.h | |
parent | 60ff60dcdc9f43891fb8a19e10f9bb7964a539bf (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.h | 8 |
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; } |