This patch adds the base code needed to make the full-frame system work for both current tiled/per-pixel implementation of operations and full-frame. Two execution models: - Tiled: Current implementation. Renders execution groups in tiles from outputs to input. Not all operations are buffered. Runs the tiled/per-pixel implementation. - FullFrame: All operations are buffered. Fully renders operations from inputs to outputs. Runs full-frame implementation of operations if available otherwise the current tiled/per-pixel. Creates output buffers on first read and free them as soon as all its readers have finished, reducing peak memory usage of complex/long trees. Operations are multi-threaded but do not run in parallel as Tiled (will be done in another patch). This should allow us to convert operations to full-frame in small steps with the system already working and solve the problem of high memory usage. FullFrame breaking changes respect Tiled system, mainly: - Translate, Rotate, Scale, and Transform take effect immediately instead of next buffered operation. - Any sampling is always done over inputs instead of last buffered operation. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D11113
119 lines
3.7 KiB
C++
119 lines
3.7 KiB
C++
/*
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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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* Copyright 2011, Blender Foundation.
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*/
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#include "COM_ExecutionSystem.h"
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#include "BLI_utildefines.h"
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#include "PIL_time.h"
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#include "COM_Debug.h"
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#include "COM_FullFrameExecutionModel.h"
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#include "COM_NodeOperation.h"
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#include "COM_NodeOperationBuilder.h"
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#include "COM_TiledExecutionModel.h"
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#include "COM_WorkScheduler.h"
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#ifdef WITH_CXX_GUARDEDALLOC
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# include "MEM_guardedalloc.h"
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#endif
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namespace blender::compositor {
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ExecutionSystem::ExecutionSystem(RenderData *rd,
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Scene *scene,
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bNodeTree *editingtree,
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bool rendering,
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bool fastcalculation,
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const ColorManagedViewSettings *viewSettings,
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const ColorManagedDisplaySettings *displaySettings,
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const char *viewName)
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{
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this->m_context.setViewName(viewName);
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this->m_context.setScene(scene);
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this->m_context.setbNodeTree(editingtree);
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this->m_context.setPreviewHash(editingtree->previews);
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this->m_context.setFastCalculation(fastcalculation);
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/* initialize the CompositorContext */
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if (rendering) {
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this->m_context.setQuality((eCompositorQuality)editingtree->render_quality);
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}
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else {
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this->m_context.setQuality((eCompositorQuality)editingtree->edit_quality);
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}
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this->m_context.setRendering(rendering);
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this->m_context.setHasActiveOpenCLDevices(WorkScheduler::has_gpu_devices() &&
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(editingtree->flag & NTREE_COM_OPENCL));
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this->m_context.setRenderData(rd);
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this->m_context.setViewSettings(viewSettings);
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this->m_context.setDisplaySettings(displaySettings);
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{
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NodeOperationBuilder builder(&m_context, editingtree);
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builder.convertToOperations(this);
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}
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switch (m_context.get_execution_model()) {
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case eExecutionModel::Tiled:
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execution_model_ = new TiledExecutionModel(m_context, m_operations, m_groups);
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break;
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case eExecutionModel::FullFrame:
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execution_model_ = new FullFrameExecutionModel(m_context, active_buffers_, m_operations);
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break;
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default:
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BLI_assert(!"Non implemented execution model");
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break;
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}
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}
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ExecutionSystem::~ExecutionSystem()
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{
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delete execution_model_;
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for (NodeOperation *operation : m_operations) {
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delete operation;
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}
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this->m_operations.clear();
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for (ExecutionGroup *group : m_groups) {
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delete group;
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}
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this->m_groups.clear();
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}
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void ExecutionSystem::set_operations(const Vector<NodeOperation *> &operations,
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const Vector<ExecutionGroup *> &groups)
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{
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m_operations = operations;
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m_groups = groups;
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}
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void ExecutionSystem::execute()
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{
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DebugInfo::execute_started(this);
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execution_model_->execute(*this);
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}
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void ExecutionSystem::execute_work(const rcti &work_rect,
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std::function<void(const rcti &split_rect)> work_func)
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{
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execution_model_->execute_work(work_rect, work_func);
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}
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} // namespace blender::compositor
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