diff options
Diffstat (limited to 'source/blender/compositor/realtime_compositor/algorithms/COM_algorithm_parallel_reduction.hh')
-rw-r--r-- | source/blender/compositor/realtime_compositor/algorithms/COM_algorithm_parallel_reduction.hh | 23 |
1 files changed, 23 insertions, 0 deletions
diff --git a/source/blender/compositor/realtime_compositor/algorithms/COM_algorithm_parallel_reduction.hh b/source/blender/compositor/realtime_compositor/algorithms/COM_algorithm_parallel_reduction.hh index 9d0851eff84..b094782c18e 100644 --- a/source/blender/compositor/realtime_compositor/algorithms/COM_algorithm_parallel_reduction.hh +++ b/source/blender/compositor/realtime_compositor/algorithms/COM_algorithm_parallel_reduction.hh @@ -27,6 +27,13 @@ float sum_blue(Context &context, GPUTexture *texture); * coefficients to compute the luminance. */ float sum_luminance(Context &context, GPUTexture *texture, float3 luminance_coefficients); +/* Computes the sum of the logarithm of the luminance of all pixels in the given texture, using the + * given luminance coefficients to compute the luminance. */ +float sum_log_luminance(Context &context, GPUTexture *texture, float3 luminance_coefficients); + +/* Computes the sum of the colors of all pixels in the given texture. */ +float4 sum_color(Context &context, GPUTexture *texture); + /* -------------------------------------------------------------------- * Sum Of Squared Difference Reductions. */ @@ -55,4 +62,20 @@ float sum_luminance_squared_difference(Context &context, float3 luminance_coefficients, float subtrahend); +/* -------------------------------------------------------------------- + * Maximum Reductions. + */ + +/* Computes the maximum luminance of all pixels in the given texture, using the given luminance + * coefficients to compute the luminance. */ +float maximum_luminance(Context &context, GPUTexture *texture, float3 luminance_coefficients); + +/* -------------------------------------------------------------------- + * Minimum Reductions. + */ + +/* Computes the minimum luminance of all pixels in the given texture, using the given luminance + * coefficients to compute the luminance. */ +float minimum_luminance(Context &context, GPUTexture *texture, float3 luminance_coefficients); + } // namespace blender::realtime_compositor |