Make a copy of ImageFormatData that contains the effective color management settings, and pass that along to the various functions. This will make it possible to add more complex logic later. For compositing nodes, passing along view and display settings through many functions made it harder to add additional settings, so just get those from the scene now. Differential Revision: https://developer.blender.org/D14401
170 lines
4.9 KiB
C++
170 lines
4.9 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
|
|
* Copyright 2011 Blender Foundation. */
|
|
|
|
#include "COM_ExecutionSystem.h"
|
|
|
|
#include "COM_Debug.h"
|
|
#include "COM_ExecutionGroup.h"
|
|
#include "COM_FullFrameExecutionModel.h"
|
|
#include "COM_NodeOperation.h"
|
|
#include "COM_NodeOperationBuilder.h"
|
|
#include "COM_TiledExecutionModel.h"
|
|
#include "COM_WorkPackage.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 char *view_name)
|
|
{
|
|
num_work_threads_ = WorkScheduler::get_num_cpu_threads();
|
|
context_.set_view_name(view_name);
|
|
context_.set_scene(scene);
|
|
context_.set_bnodetree(editingtree);
|
|
context_.set_preview_hash(editingtree->previews);
|
|
context_.set_fast_calculation(fastcalculation);
|
|
/* initialize the CompositorContext */
|
|
if (rendering) {
|
|
context_.set_quality((eCompositorQuality)editingtree->render_quality);
|
|
}
|
|
else {
|
|
context_.set_quality((eCompositorQuality)editingtree->edit_quality);
|
|
}
|
|
context_.set_rendering(rendering);
|
|
context_.setHasActiveOpenCLDevices(WorkScheduler::has_gpu_devices() &&
|
|
(editingtree->flag & NTREE_COM_OPENCL));
|
|
|
|
context_.set_render_data(rd);
|
|
|
|
BLI_mutex_init(&work_mutex_);
|
|
BLI_condition_init(&work_finished_cond_);
|
|
|
|
{
|
|
NodeOperationBuilder builder(&context_, editingtree, this);
|
|
builder.convert_to_operations(this);
|
|
}
|
|
|
|
switch (context_.get_execution_model()) {
|
|
case eExecutionModel::Tiled:
|
|
execution_model_ = new TiledExecutionModel(context_, operations_, groups_);
|
|
break;
|
|
case eExecutionModel::FullFrame:
|
|
execution_model_ = new FullFrameExecutionModel(context_, active_buffers_, operations_);
|
|
break;
|
|
default:
|
|
BLI_assert_msg(0, "Non implemented execution model");
|
|
break;
|
|
}
|
|
}
|
|
|
|
ExecutionSystem::~ExecutionSystem()
|
|
{
|
|
BLI_condition_end(&work_finished_cond_);
|
|
BLI_mutex_end(&work_mutex_);
|
|
|
|
delete execution_model_;
|
|
|
|
for (NodeOperation *operation : operations_) {
|
|
delete operation;
|
|
}
|
|
operations_.clear();
|
|
|
|
for (ExecutionGroup *group : groups_) {
|
|
delete group;
|
|
}
|
|
groups_.clear();
|
|
}
|
|
|
|
void ExecutionSystem::set_operations(const Vector<NodeOperation *> &operations,
|
|
const Vector<ExecutionGroup *> &groups)
|
|
{
|
|
operations_ = operations;
|
|
groups_ = groups;
|
|
}
|
|
|
|
void ExecutionSystem::execute()
|
|
{
|
|
DebugInfo::execute_started(this);
|
|
for (NodeOperation *op : operations_) {
|
|
op->init_data();
|
|
}
|
|
execution_model_->execute(*this);
|
|
}
|
|
|
|
void ExecutionSystem::execute_work(const rcti &work_rect,
|
|
std::function<void(const rcti &split_rect)> work_func)
|
|
{
|
|
if (is_breaked()) {
|
|
return;
|
|
}
|
|
|
|
/* Split work vertically to maximize continuous memory. */
|
|
const int work_height = BLI_rcti_size_y(&work_rect);
|
|
const int num_sub_works = MIN2(num_work_threads_, work_height);
|
|
const int split_height = num_sub_works == 0 ? 0 : work_height / num_sub_works;
|
|
int remaining_height = work_height - split_height * num_sub_works;
|
|
|
|
Vector<WorkPackage> sub_works(num_sub_works);
|
|
int sub_work_y = work_rect.ymin;
|
|
int num_sub_works_finished = 0;
|
|
for (int i = 0; i < num_sub_works; i++) {
|
|
int sub_work_height = split_height;
|
|
|
|
/* Distribute remaining height between sub-works. */
|
|
if (remaining_height > 0) {
|
|
sub_work_height++;
|
|
remaining_height--;
|
|
}
|
|
|
|
WorkPackage &sub_work = sub_works[i];
|
|
sub_work.type = eWorkPackageType::CustomFunction;
|
|
sub_work.execute_fn = [=, &work_func, &work_rect]() {
|
|
if (is_breaked()) {
|
|
return;
|
|
}
|
|
rcti split_rect;
|
|
BLI_rcti_init(
|
|
&split_rect, work_rect.xmin, work_rect.xmax, sub_work_y, sub_work_y + sub_work_height);
|
|
work_func(split_rect);
|
|
};
|
|
sub_work.executed_fn = [&]() {
|
|
BLI_mutex_lock(&work_mutex_);
|
|
num_sub_works_finished++;
|
|
if (num_sub_works_finished == num_sub_works) {
|
|
BLI_condition_notify_one(&work_finished_cond_);
|
|
}
|
|
BLI_mutex_unlock(&work_mutex_);
|
|
};
|
|
WorkScheduler::schedule(&sub_work);
|
|
sub_work_y += sub_work_height;
|
|
}
|
|
BLI_assert(sub_work_y == work_rect.ymax);
|
|
|
|
WorkScheduler::finish();
|
|
|
|
/* Ensure all sub-works finished.
|
|
* TODO: This a workaround for WorkScheduler::finish() not waiting all works on queue threading
|
|
* model. Sync code should be removed once it's fixed. */
|
|
BLI_mutex_lock(&work_mutex_);
|
|
if (num_sub_works_finished < num_sub_works) {
|
|
BLI_condition_wait(&work_finished_cond_, &work_mutex_);
|
|
}
|
|
BLI_mutex_unlock(&work_mutex_);
|
|
}
|
|
|
|
bool ExecutionSystem::is_breaked() const
|
|
{
|
|
const bNodeTree *btree = context_.get_bnodetree();
|
|
return btree->test_break(btree->tbh);
|
|
}
|
|
|
|
} // namespace blender::compositor
|