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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/kernel/kernel_film.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/kernel/kernel_film.h')
-rw-r--r--intern/cycles/kernel/kernel_film.h23
1 files changed, 18 insertions, 5 deletions
diff --git a/intern/cycles/kernel/kernel_film.h b/intern/cycles/kernel/kernel_film.h
index ba2149cc709..3ef33a2703b 100644
--- a/intern/cycles/kernel/kernel_film.h
+++ b/intern/cycles/kernel/kernel_film.h
@@ -16,9 +16,8 @@
CCL_NAMESPACE_BEGIN
-__device float4 film_map(KernelGlobals *kg, float4 irradiance, int sample)
+__device float4 film_map(KernelGlobals *kg, float4 irradiance, float scale)
{
- float scale = 1.0f/(float)(sample+1);
float exposure = kernel_data.film.exposure;
float4 result = irradiance*scale;
@@ -46,9 +45,9 @@ __device uchar4 film_float_to_byte(float4 color)
return result;
}
-__device void kernel_film_tonemap(KernelGlobals *kg,
+__device void kernel_film_convert_to_byte(KernelGlobals *kg,
__global uchar4 *rgba, __global float *buffer,
- int sample, int x, int y, int offset, int stride)
+ float sample_scale, int x, int y, int offset, int stride)
{
/* buffer offset */
int index = offset + x + y*stride;
@@ -58,11 +57,25 @@ __device void kernel_film_tonemap(KernelGlobals *kg,
/* map colors */
float4 irradiance = *((__global float4*)buffer);
- float4 float_result = film_map(kg, irradiance, sample);
+ float4 float_result = film_map(kg, irradiance, sample_scale);
uchar4 byte_result = film_float_to_byte(float_result);
*rgba = byte_result;
}
+__device void kernel_film_convert_to_half_float(KernelGlobals *kg,
+ __global uchar4 *rgba, __global float *buffer,
+ float sample_scale, int x, int y, int offset, int stride)
+{
+ /* buffer offset */
+ int index = offset + x + y*stride;
+
+ float4 *in = (__global float4*)(buffer + index*kernel_data.film.pass_stride);
+ half *out = (half*)rgba + index*4;
+ float scale = kernel_data.film.exposure*sample_scale;
+
+ float4_store_half(out, in, scale);
+}
+
CCL_NAMESPACE_END