Just makes progressive refine :) This means the whole image would be refined gradually using as much threads as it's set in performance settings. Having enough tiles is required to have this option working as it's expected. Technically it's implemented by repeatedly computing next sample for all the tiles before switching to next sample. This works around 7-12% slower than regular tile-based rendering, so use this option only if you really need it. This commit also fixes progressive update of image when Save Buffers option is enabled. And one more thing this commit fixes is handling display buffer with Save Buffers option enabled. If this option is enabled image buffer wouldn't have neither byte nor float buffer until image is fully rendered which could backfire in missing image while rendering in cases color management cache became full. This issue solved by allocating byte buffer for image buffer from tile update callback. Patch was reviewed by Brecht. He also made some minor edits to original version to patch. Thanks, man!
191 lines
4.3 KiB
C++
191 lines
4.3 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef __SESSION_H__
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#define __SESSION_H__
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#include "buffers.h"
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#include "device.h"
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#include "tile.h"
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#include "util_progress.h"
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#include "util_thread.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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class BufferParams;
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class Device;
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class DeviceScene;
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class DisplayBuffer;
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class Progress;
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class RenderBuffers;
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class Scene;
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/* Session Parameters */
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class SessionParams {
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public:
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DeviceInfo device;
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bool background;
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bool progressive_refine;
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string output_path;
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bool progressive;
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bool experimental;
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int samples;
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int2 tile_size;
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int start_resolution;
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int threads;
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double cancel_timeout;
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double reset_timeout;
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double text_timeout;
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SessionParams()
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{
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background = false;
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progressive_refine = false;
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output_path = "";
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progressive = false;
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experimental = false;
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samples = INT_MAX;
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tile_size = make_int2(64, 64);
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start_resolution = INT_MAX;
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threads = 0;
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cancel_timeout = 0.1;
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reset_timeout = 0.1;
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text_timeout = 1.0;
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}
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bool modified(const SessionParams& params)
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{ return !(device.type == params.device.type
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&& device.id == params.device.id
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&& background == params.background
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&& progressive_refine == params.progressive_refine
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&& output_path == params.output_path
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/* && samples == params.samples */
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&& progressive == params.progressive
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&& experimental == params.experimental
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&& tile_size == params.tile_size
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&& start_resolution == params.start_resolution
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&& threads == params.threads
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&& cancel_timeout == params.cancel_timeout
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&& reset_timeout == params.reset_timeout
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&& text_timeout == params.text_timeout); }
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};
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/* Session
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*
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* This is the class that contains the session thread, running the render
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* control loop and dispatching tasks. */
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class Session {
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public:
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Device *device;
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Scene *scene;
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RenderBuffers *buffers;
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DisplayBuffer *display;
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Progress progress;
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SessionParams params;
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TileManager tile_manager;
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boost::function<void(RenderTile&)> write_render_tile_cb;
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boost::function<void(RenderTile&)> update_render_tile_cb;
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Session(const SessionParams& params);
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~Session();
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void start();
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bool draw(BufferParams& params);
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void wait();
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bool ready_to_reset();
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void reset(BufferParams& params, int samples);
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void set_samples(int samples);
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void set_pause(bool pause);
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protected:
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struct DelayedReset {
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thread_mutex mutex;
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bool do_reset;
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BufferParams params;
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int samples;
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} delayed_reset;
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void run();
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void update_scene();
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void update_status_time(bool show_pause = false, bool show_done = false);
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void tonemap();
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void path_trace();
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void reset_(BufferParams& params, int samples);
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void run_cpu();
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bool draw_cpu(BufferParams& params);
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void reset_cpu(BufferParams& params, int samples);
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void run_gpu();
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bool draw_gpu(BufferParams& params);
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void reset_gpu(BufferParams& params, int samples);
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bool acquire_tile(Device *tile_device, RenderTile& tile);
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void update_tile_sample(RenderTile& tile);
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void release_tile(RenderTile& tile);
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void update_progress_sample();
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bool device_use_gl;
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thread *session_thread;
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volatile bool display_outdated;
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volatile bool gpu_draw_ready;
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volatile bool gpu_need_tonemap;
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thread_condition_variable gpu_need_tonemap_cond;
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bool pause;
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thread_condition_variable pause_cond;
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thread_mutex pause_mutex;
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thread_mutex tile_mutex;
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thread_mutex buffers_mutex;
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thread_mutex display_mutex;
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bool kernels_loaded;
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double start_time;
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double reset_time;
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double preview_time;
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double paused_time;
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/* progressive refine */
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bool update_progressive_refine(bool cancel);
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vector<RenderBuffers *> tile_buffers;
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};
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CCL_NAMESPACE_END
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#endif /* __SESSION_H__ */
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