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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.hh23
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