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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_task.cpp | |
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_task.cpp')
-rw-r--r-- | intern/cycles/device/device_task.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/device/device_task.cpp b/intern/cycles/device/device_task.cpp index 8c1e2920635..7d0eeab780d 100644 --- a/intern/cycles/device/device_task.cpp +++ b/intern/cycles/device/device_task.cpp @@ -27,7 +27,7 @@ CCL_NAMESPACE_BEGIN /* Device Task */ DeviceTask::DeviceTask(Type type_) -: type(type_), x(0), y(0), w(0), h(0), rgba(0), buffer(0), +: type(type_), x(0), y(0), w(0), h(0), rgba_byte(0), rgba_half(0), buffer(0), sample(0), num_samples(1), shader_input(0), shader_output(0), shader_eval_type(0), shader_x(0), shader_w(0) |