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_task.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_task.h')
-rw-r--r-- | intern/cycles/device/device_task.h | 5 |
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; |