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authorSergey Sharybin <sergey.vfx@gmail.com>2013-12-13 10:36:45 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2013-12-13 10:36:45 +0400
commit5a91df32713b7ad9be6befa7124b31890063d91b (patch)
tree11309c67510bb0ffd29438318896cf86b8024c02 /intern/opencolorio/ocio_capi.h
parent669b5902298f0f80159395d020657d6630a532ac (diff)
Implement GPU-side dither
Summary: Uses some magic pseudo-random which is actually a texture coordinate hashing function. TODOs: - Dither noise is the same for all the frames. - It's different from Floyd's dither we've been using before. - Currently CPU and GPU dithering used different implementation. Ideally we need to use the same dither in CPU. Reviewers: brecht Reviewed By: brecht Differential Revision: http://developer.blender.org/D58
Diffstat (limited to 'intern/opencolorio/ocio_capi.h')
-rw-r--r--intern/opencolorio/ocio_capi.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/opencolorio/ocio_capi.h b/intern/opencolorio/ocio_capi.h
index 5abe104fcd4..d667dece62a 100644
--- a/intern/opencolorio/ocio_capi.h
+++ b/intern/opencolorio/ocio_capi.h
@@ -189,7 +189,7 @@ void OCIO_matrixTransformScale(float *m44, float *offset4, const float *scale4);
int OCIO_supportGLSLDraw(void);
int OCIO_setupGLSLDraw(struct OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor,
- OCIO_CurveMappingSettings *curve_mapping_settings, bool predivide);
+ OCIO_CurveMappingSettings *curve_mapping_settings, float dither, bool predivide);
void OCIO_finishGLSLDraw(struct OCIO_GLSLDrawState *state);
void OCIO_freeOGLState(struct OCIO_GLSLDrawState *state);