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authorSergey Sharybin <sergey.vfx@gmail.com>2013-08-16 14:01:09 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2013-08-16 14:01:09 +0400
commita8353530be6c2e61243110fcf469f7b70834bdd9 (patch)
treea6ed401b2a71fd5399f2c6db2df738cfcad79ca7 /source/blender/compositor/operations/COM_MultilayerImageOperation.cpp
parent970c80e473fd390dff329acb7f3a08fc2edfd26d (diff)
Make byte-float conversion threaded in compositor
In fact, there's no need to get float buffer at all, conversion could be done in pixel processor level after interpolation. It might give slightly worse interpolation results (which i'm not sure would be visible by eye) but it gives more than 2x speedup on my laptop on node setups used for warping image. -- svn merge -r58988:58989 ^/branches/soc-2011-tomato
Diffstat (limited to 'source/blender/compositor/operations/COM_MultilayerImageOperation.cpp')
-rw-r--r--source/blender/compositor/operations/COM_MultilayerImageOperation.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/compositor/operations/COM_MultilayerImageOperation.cpp b/source/blender/compositor/operations/COM_MultilayerImageOperation.cpp
index 1c9dd0f170e..1a2a1e77833 100644
--- a/source/blender/compositor/operations/COM_MultilayerImageOperation.cpp
+++ b/source/blender/compositor/operations/COM_MultilayerImageOperation.cpp
@@ -47,7 +47,7 @@ void MultilayerColorOperation::executePixel(float output[4], float x, float y, P
{
int yi = y;
int xi = x;
- if (this->m_imageBuffer == NULL || xi < 0 || yi < 0 || (unsigned int)xi >= this->getWidth() || (unsigned int)yi >= this->getHeight() ) {
+ if (this->m_imageFloatBuffer == NULL || xi < 0 || yi < 0 || (unsigned int)xi >= this->getWidth() || (unsigned int)yi >= this->getHeight() ) {
zero_v4(output);
}
else {
@@ -66,7 +66,7 @@ void MultilayerColorOperation::executePixel(float output[4], float x, float y, P
}
else {
int offset = (yi * this->getWidth() + xi) * 3;
- copy_v3_v3(output, &this->m_imageBuffer[offset]);
+ copy_v3_v3(output, &this->m_imageFloatBuffer[offset]);
}
}
}
@@ -75,11 +75,11 @@ void MultilayerValueOperation::executePixel(float output[4], float x, float y, P
{
int yi = y;
int xi = x;
- if (this->m_imageBuffer == NULL || xi < 0 || yi < 0 || (unsigned int)xi >= this->getWidth() || (unsigned int)yi >= this->getHeight() ) {
+ if (this->m_imageFloatBuffer == NULL || xi < 0 || yi < 0 || (unsigned int)xi >= this->getWidth() || (unsigned int)yi >= this->getHeight() ) {
output[0] = 0.0f;
}
else {
- float result = this->m_imageBuffer[yi * this->getWidth() + xi];
+ float result = this->m_imageFloatBuffer[yi * this->getWidth() + xi];
output[0] = result;
}
}
@@ -88,11 +88,11 @@ void MultilayerVectorOperation::executePixel(float output[4], float x, float y,
{
int yi = y;
int xi = x;
- if (this->m_imageBuffer == NULL || xi < 0 || yi < 0 || (unsigned int)xi >= this->getWidth() || (unsigned int)yi >= this->getHeight() ) {
+ if (this->m_imageFloatBuffer == NULL || xi < 0 || yi < 0 || (unsigned int)xi >= this->getWidth() || (unsigned int)yi >= this->getHeight() ) {
output[0] = 0.0f;
}
else {
int offset = (yi * this->getWidth() + xi) * 3;
- copy_v3_v3(output, &this->m_imageBuffer[offset]);
+ copy_v3_v3(output, &this->m_imageFloatBuffer[offset]);
}
}