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authorOmar Emara <mail@OmarEmara.dev>2022-10-20 17:31:35 +0300
committerOmar Emara <mail@OmarEmara.dev>2022-10-20 17:32:28 +0300
commit58e25f11ae9eb805dd857fae56be1d1a43710091 (patch)
tree50e7fe25fbf77f7ee16c42406d2debb1f2cd565f /source/blender/compositor/realtime_compositor/algorithms/intern/algorithm_parallel_reduction.cc
parent9d710374bda41359132f929286f5eea7340441b5 (diff)
Realtime Compositor: Implement normalize node
This patch implements the normalize node for the realtime compositor. Differential Revision: https://developer.blender.org/D16279 Reviewed By: Clement Foucault
Diffstat (limited to 'source/blender/compositor/realtime_compositor/algorithms/intern/algorithm_parallel_reduction.cc')
-rw-r--r--source/blender/compositor/realtime_compositor/algorithms/intern/algorithm_parallel_reduction.cc38
1 files changed, 38 insertions, 0 deletions
diff --git a/source/blender/compositor/realtime_compositor/algorithms/intern/algorithm_parallel_reduction.cc b/source/blender/compositor/realtime_compositor/algorithms/intern/algorithm_parallel_reduction.cc
index 139c58bc190..9672431992d 100644
--- a/source/blender/compositor/realtime_compositor/algorithms/intern/algorithm_parallel_reduction.cc
+++ b/source/blender/compositor/realtime_compositor/algorithms/intern/algorithm_parallel_reduction.cc
@@ -249,6 +249,25 @@ float maximum_luminance(Context &context, GPUTexture *texture, float3 luminance_
return maximum;
}
+float maximum_float_in_range(Context &context,
+ GPUTexture *texture,
+ float lower_bound,
+ float upper_bound)
+{
+ GPUShader *shader = context.shader_manager().get("compositor_maximum_float_in_range");
+ GPU_shader_bind(shader);
+
+ GPU_shader_uniform_1f(shader, "lower_bound", lower_bound);
+ GPU_shader_uniform_1f(shader, "upper_bound", upper_bound);
+
+ float *reduced_value = parallel_reduction_dispatch(context, texture, shader, GPU_R32F);
+ const float maximum = *reduced_value;
+ MEM_freeN(reduced_value);
+ GPU_shader_unbind();
+
+ return maximum;
+}
+
/* --------------------------------------------------------------------
* Minimum Reductions.
*/
@@ -268,4 +287,23 @@ float minimum_luminance(Context &context, GPUTexture *texture, float3 luminance_
return minimum;
}
+float minimum_float_in_range(Context &context,
+ GPUTexture *texture,
+ float lower_bound,
+ float upper_bound)
+{
+ GPUShader *shader = context.shader_manager().get("compositor_minimum_float_in_range");
+ GPU_shader_bind(shader);
+
+ GPU_shader_uniform_1f(shader, "lower_bound", lower_bound);
+ GPU_shader_uniform_1f(shader, "upper_bound", upper_bound);
+
+ float *reduced_value = parallel_reduction_dispatch(context, texture, shader, GPU_R32F);
+ const float minimum = *reduced_value;
+ MEM_freeN(reduced_value);
+ GPU_shader_unbind();
+
+ return minimum;
+}
+
} // namespace blender::realtime_compositor