diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-11-16 16:20:41 +0300 |
---|---|---|
committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-11-16 16:20:41 +0300 |
commit | 57a3163096199b336840fcf30a0dc78782c42d96 (patch) | |
tree | 70cf187f706150260d06cc51b80c1e14b759a819 /source/blender/render/extern | |
parent | 5576524e880305595f75cb523d5f5a07cfcd9824 (diff) |
Speedup OpenGL sequencer animation rendering
The idea is to avoid having roundtrip from byte to float and back to byte buffer
and use render result's byte buffer to store result of sequencer rendering.
This actually matches to what regular render pipeline is doing and this gives
around 2-3 times speedup of sequencer export on a simple scenes.
Diffstat (limited to 'source/blender/render/extern')
-rw-r--r-- | source/blender/render/extern/include/RE_pipeline.h | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/render/extern/include/RE_pipeline.h b/source/blender/render/extern/include/RE_pipeline.h index 99e0bd7b62f..96ac8aa8c5a 100644 --- a/source/blender/render/extern/include/RE_pipeline.h +++ b/source/blender/render/extern/include/RE_pipeline.h @@ -231,6 +231,9 @@ struct RenderStats *RE_GetStats(struct Render *re); void RE_ResultGet32(struct Render *re, unsigned int *rect); void RE_AcquiredResultGet32(struct Render *re, struct RenderResult *result, unsigned int *rect, const int view_id); +void RE_render_result_rect_from_ibuf(struct RenderResult *rr, struct RenderData *rd, + struct ImBuf *ibuf, const int view_id); + struct RenderLayer *RE_GetRenderLayer(struct RenderResult *rr, const char *name); float *RE_RenderLayerGetPass(volatile struct RenderLayer *rl, int passtype, const char *viewname); |