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blender-archive/source/blender/compositor/intern/COM_ExecutionSystem.cc
Manuel Castilla 9adfd278f7 Compositor: Full-frame base system
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
2021-06-01 10:51:53 +02:00

119 lines
3.7 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2011, Blender Foundation.
*/
#include "COM_ExecutionSystem.h"
#include "BLI_utildefines.h"
#include "PIL_time.h"
#include "COM_Debug.h"
#include "COM_FullFrameExecutionModel.h"
#include "COM_NodeOperation.h"
#include "COM_NodeOperationBuilder.h"
#include "COM_TiledExecutionModel.h"
#include "COM_WorkScheduler.h"
#ifdef WITH_CXX_GUARDEDALLOC
# include "MEM_guardedalloc.h"
#endif
namespace blender::compositor {
ExecutionSystem::ExecutionSystem(RenderData *rd,
Scene *scene,
bNodeTree *editingtree,
bool rendering,
bool fastcalculation,
const ColorManagedViewSettings *viewSettings,
const ColorManagedDisplaySettings *displaySettings,
const char *viewName)
{
this->m_context.setViewName(viewName);
this->m_context.setScene(scene);
this->m_context.setbNodeTree(editingtree);
this->m_context.setPreviewHash(editingtree->previews);
this->m_context.setFastCalculation(fastcalculation);
/* initialize the CompositorContext */
if (rendering) {
this->m_context.setQuality((eCompositorQuality)editingtree->render_quality);
}
else {
this->m_context.setQuality((eCompositorQuality)editingtree->edit_quality);
}
this->m_context.setRendering(rendering);
this->m_context.setHasActiveOpenCLDevices(WorkScheduler::has_gpu_devices() &&
(editingtree->flag & NTREE_COM_OPENCL));
this->m_context.setRenderData(rd);
this->m_context.setViewSettings(viewSettings);
this->m_context.setDisplaySettings(displaySettings);
{
NodeOperationBuilder builder(&m_context, editingtree);
builder.convertToOperations(this);
}
switch (m_context.get_execution_model()) {
case eExecutionModel::Tiled:
execution_model_ = new TiledExecutionModel(m_context, m_operations, m_groups);
break;
case eExecutionModel::FullFrame:
execution_model_ = new FullFrameExecutionModel(m_context, active_buffers_, m_operations);
break;
default:
BLI_assert(!"Non implemented execution model");
break;
}
}
ExecutionSystem::~ExecutionSystem()
{
delete execution_model_;
for (NodeOperation *operation : m_operations) {
delete operation;
}
this->m_operations.clear();
for (ExecutionGroup *group : m_groups) {
delete group;
}
this->m_groups.clear();
}
void ExecutionSystem::set_operations(const Vector<NodeOperation *> &operations,
const Vector<ExecutionGroup *> &groups)
{
m_operations = operations;
m_groups = groups;
}
void ExecutionSystem::execute()
{
DebugInfo::execute_started(this);
execution_model_->execute(*this);
}
void ExecutionSystem::execute_work(const rcti &work_rect,
std::function<void(const rcti &split_rect)> work_func)
{
execution_model_->execute_work(work_rect, work_func);
}
} // namespace blender::compositor