Implement GPU-side dither
authorSergey Sharybin <sergey.vfx@gmail.com>
Fri, 13 Dec 2013 06:36:45 +0000 (12:36 +0600)
committerSergey Sharybin <sergey.vfx@gmail.com>
Fri, 13 Dec 2013 06:36:45 +0000 (12:36 +0600)
commit5a91df32713b7ad9be6befa7124b31890063d91b
tree11309c67510bb0ffd29438318896cf86b8024c02
parent669b5902298f0f80159395d020657d6630a532ac
Implement GPU-side dither

Summary:
Uses some magic pseudo-random which is actually a
texture coordinate hashing function.

TODOs:
- Dither noise is the same for all the frames.
- It's different from Floyd's dither we've been
  using before.
- Currently CPU and GPU dithering used different
  implementation. Ideally we need to use the same
  dither in CPU.

Reviewers: brecht

Reviewed By: brecht

Differential Revision: http://developer.blender.org/D58
13 files changed:
intern/opencolorio/fallback_impl.cc
intern/opencolorio/gpu_shader_display_transform.glsl
intern/opencolorio/ocio_capi.cc
intern/opencolorio/ocio_capi.h
intern/opencolorio/ocio_impl.h
intern/opencolorio/ocio_impl_glsl.cc
source/blender/editors/render/render_internal.c
source/blender/editors/screen/glutil.c
source/blender/editors/space_sequencer/sequencer_draw.c
source/blender/imbuf/IMB_colormanagement.h
source/blender/imbuf/intern/colormanagement.c
source/blender/imbuf/intern/divers.c
source/blender/makesrna/intern/rna_render.c