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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_task.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_task.h')
-rw-r--r--intern/cycles/device/device_task.h5
1 files changed, 3 insertions, 2 deletions
diff --git a/intern/cycles/device/device_task.h b/intern/cycles/device/device_task.h
index e232e128827..c1bd39b70ca 100644
--- a/intern/cycles/device/device_task.h
+++ b/intern/cycles/device/device_task.h
@@ -34,11 +34,12 @@ class Tile;
class DeviceTask : public Task {
public:
- typedef enum { PATH_TRACE, TONEMAP, SHADER } Type;
+ typedef enum { PATH_TRACE, FILM_CONVERT, SHADER } Type;
Type type;
int x, y, w, h;
- device_ptr rgba;
+ device_ptr rgba_byte;
+ device_ptr rgba_half;
device_ptr buffer;
int sample;
int num_samples;