2011-04-27 11:58:34 +00:00
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/*
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2013-08-18 14:16:15 +00:00
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* Copyright 2011-2013 Blender Foundation
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* http://www.apache.org/licenses/LICENSE-2.0
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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2014-12-25 01:50:24 +00:00
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* limitations under the License.
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2011-04-27 11:58:34 +00:00
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*/
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#include "tile.h"
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#include "util_algorithm.h"
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2012-09-04 13:29:07 +00:00
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#include "util_types.h"
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2011-04-27 11:58:34 +00:00
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CCL_NAMESPACE_BEGIN
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2015-12-22 11:51:27 +00:00
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namespace {
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class TileComparator {
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public:
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TileComparator(TileOrder order, int2 center)
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: order_(order),
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center_(center)
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{}
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bool operator()(Tile &a, Tile &b)
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{
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switch(order_) {
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case TILE_CENTER:
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{
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float2 dist_a = make_float2(center_.x - (a.x + a.w/2),
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center_.y - (a.y + a.h/2));
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float2 dist_b = make_float2(center_.x - (b.x + b.w/2),
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center_.y - (b.y + b.h/2));
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return dot(dist_a, dist_a) < dot(dist_b, dist_b);
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}
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case TILE_LEFT_TO_RIGHT:
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return (a.x == b.x)? (a.y < b.y): (a.x < b.x);
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case TILE_RIGHT_TO_LEFT:
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return (a.x == b.x)? (a.y < b.y): (a.x > b.x);
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case TILE_TOP_TO_BOTTOM:
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return (a.y == b.y)? (a.x < b.x): (a.y > b.y);
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case TILE_BOTTOM_TO_TOP:
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default:
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return (a.y == b.y)? (a.x < b.x): (a.y < b.y);
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}
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}
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protected:
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TileOrder order_;
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int2 center_;
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};
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Cycles: Adding Hilbert Spiral as a tile order for rendering
This patch adds the "Hilbert Spiral", a custom-designed continuous space-filling curve, as a tile order for rendering in Cycles.
It essentially works by dividing the tiles into tile blocks which are processed in a spiral outwards from the center. Inside each
block, the tiles are processed in a regular Hilbert curve pattern. By rotating that pattern according to the spiral direction,
a continuous curve is obtained, which helps with cache coherency and therefore rendering speed.
The curve is a compromise between the faster-rendering Bottom-to-Top etc. orders and the Center order, which is a bit slower,
but starts with the more important areas. The Hilbert Spiral also starts in the center (unless huge tiles are used) and is still
marginally slower than Bottom-to-Top, but noticeably faster than Center.
Reviewers: sergey, #cycles, dingto
Reviewed By: #cycles, dingto
Subscribers: iscream, gregzaal, sergey, mib2berlin
Differential Revision: https://developer.blender.org/D1166
2016-01-09 23:11:34 +00:00
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inline int2 hilbert_index_to_pos(int n, int d)
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{
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int2 r, xy = make_int2(0, 0);
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for(int s = 1; s < n; s *= 2) {
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r.x = (d >> 1) & 1;
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r.y = (d ^ r.x) & 1;
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if(!r.y) {
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if(r.x) {
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xy = make_int2(s-1, s-1) - xy;
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}
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swap(xy.x, xy.y);
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}
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xy += r*make_int2(s, s);
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d >>= 2;
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}
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return xy;
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}
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enum SpiralDirection {
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DIRECTION_UP,
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DIRECTION_LEFT,
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DIRECTION_DOWN,
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DIRECTION_RIGHT,
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};
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2015-12-22 11:51:27 +00:00
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} /* namespace */
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2012-10-23 16:36:53 +00:00
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TileManager::TileManager(bool progressive_, int num_samples_, int2 tile_size_, int start_resolution_,
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2013-09-03 22:39:21 +00:00
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bool preserve_tile_device_, bool background_, TileOrder tile_order_, int num_devices_)
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2011-04-27 11:58:34 +00:00
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{
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progressive = progressive_;
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tile_size = tile_size_;
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2013-01-07 19:55:49 +00:00
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tile_order = tile_order_;
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2012-09-17 10:55:18 +00:00
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start_resolution = start_resolution_;
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2015-03-27 10:47:55 +00:00
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num_samples = num_samples_;
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2012-09-04 13:29:07 +00:00
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num_devices = num_devices_;
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2012-10-23 16:36:53 +00:00
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preserve_tile_device = preserve_tile_device_;
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2012-10-24 14:43:29 +00:00
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background = background_;
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2011-04-27 11:58:34 +00:00
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2016-03-30 13:55:12 +00:00
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range_start_sample = 0;
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range_num_samples = -1;
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2011-12-20 12:25:37 +00:00
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BufferParams buffer_params;
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reset(buffer_params, 0);
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2011-04-27 11:58:34 +00:00
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}
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TileManager::~TileManager()
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{
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}
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Cycles: Refactor Progress system to provide better estimates
The Progress system in Cycles had two limitations so far:
- It just counted tiles, but ignored their size. For example, when rendering a 600x500 image with 512x512 tiles, the right 88x500 tile would count for 50% of the progress, although it only covers 15% of the image.
- Scene update time was incorrectly counted as rendering time - therefore, the remaining time started very long and gradually decreased.
This patch fixes both problems:
First of all, the Progress now has a function to ignore time spans, and that is used to ignore scene update time.
The larger change is the tile size: Instead of counting samples per tile, so that the final value is num_samples*num_tiles, the code now counts every sample for every pixel, so that the final value is num_samples*num_pixels.
Along with that, some unused variables were removed from the Progress and Session classes.
Reviewers: brecht, sergey, #cycles
Subscribers: brecht, candreacchio, sergey
Differential Revision: https://developer.blender.org/D2214
2016-11-26 03:22:34 +00:00
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static int get_divider(int w, int h, int start_resolution)
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2011-04-27 11:58:34 +00:00
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{
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2012-09-17 10:55:18 +00:00
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int divider = 1;
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if(start_resolution != INT_MAX) {
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while(w*h > start_resolution*start_resolution) {
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2015-12-22 11:51:27 +00:00
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w = max(1, w/2);
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h = max(1, h/2);
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2012-09-17 10:55:18 +00:00
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Cycles: Refactor Progress system to provide better estimates
The Progress system in Cycles had two limitations so far:
- It just counted tiles, but ignored their size. For example, when rendering a 600x500 image with 512x512 tiles, the right 88x500 tile would count for 50% of the progress, although it only covers 15% of the image.
- Scene update time was incorrectly counted as rendering time - therefore, the remaining time started very long and gradually decreased.
This patch fixes both problems:
First of all, the Progress now has a function to ignore time spans, and that is used to ignore scene update time.
The larger change is the tile size: Instead of counting samples per tile, so that the final value is num_samples*num_tiles, the code now counts every sample for every pixel, so that the final value is num_samples*num_pixels.
Along with that, some unused variables were removed from the Progress and Session classes.
Reviewers: brecht, sergey, #cycles
Subscribers: brecht, candreacchio, sergey
Differential Revision: https://developer.blender.org/D2214
2016-11-26 03:22:34 +00:00
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divider <<= 1;
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2012-09-17 10:55:18 +00:00
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}
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}
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Cycles: Refactor Progress system to provide better estimates
The Progress system in Cycles had two limitations so far:
- It just counted tiles, but ignored their size. For example, when rendering a 600x500 image with 512x512 tiles, the right 88x500 tile would count for 50% of the progress, although it only covers 15% of the image.
- Scene update time was incorrectly counted as rendering time - therefore, the remaining time started very long and gradually decreased.
This patch fixes both problems:
First of all, the Progress now has a function to ignore time spans, and that is used to ignore scene update time.
The larger change is the tile size: Instead of counting samples per tile, so that the final value is num_samples*num_tiles, the code now counts every sample for every pixel, so that the final value is num_samples*num_pixels.
Along with that, some unused variables were removed from the Progress and Session classes.
Reviewers: brecht, sergey, #cycles
Subscribers: brecht, candreacchio, sergey
Differential Revision: https://developer.blender.org/D2214
2016-11-26 03:22:34 +00:00
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return divider;
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}
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2012-09-17 10:55:18 +00:00
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Cycles: Refactor Progress system to provide better estimates
The Progress system in Cycles had two limitations so far:
- It just counted tiles, but ignored their size. For example, when rendering a 600x500 image with 512x512 tiles, the right 88x500 tile would count for 50% of the progress, although it only covers 15% of the image.
- Scene update time was incorrectly counted as rendering time - therefore, the remaining time started very long and gradually decreased.
This patch fixes both problems:
First of all, the Progress now has a function to ignore time spans, and that is used to ignore scene update time.
The larger change is the tile size: Instead of counting samples per tile, so that the final value is num_samples*num_tiles, the code now counts every sample for every pixel, so that the final value is num_samples*num_pixels.
Along with that, some unused variables were removed from the Progress and Session classes.
Reviewers: brecht, sergey, #cycles
Subscribers: brecht, candreacchio, sergey
Differential Revision: https://developer.blender.org/D2214
2016-11-26 03:22:34 +00:00
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void TileManager::reset(BufferParams& params_, int num_samples_)
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{
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params = params_;
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set_samples(num_samples_);
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2011-08-28 13:55:59 +00:00
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2011-12-21 13:48:35 +00:00
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state.buffer = BufferParams();
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2016-03-30 13:55:12 +00:00
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state.sample = range_start_sample - 1;
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2012-09-04 13:29:07 +00:00
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state.num_tiles = 0;
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state.num_rendered_tiles = 0;
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state.num_samples = 0;
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Cycles: Refactor Progress system to provide better estimates
The Progress system in Cycles had two limitations so far:
- It just counted tiles, but ignored their size. For example, when rendering a 600x500 image with 512x512 tiles, the right 88x500 tile would count for 50% of the progress, although it only covers 15% of the image.
- Scene update time was incorrectly counted as rendering time - therefore, the remaining time started very long and gradually decreased.
This patch fixes both problems:
First of all, the Progress now has a function to ignore time spans, and that is used to ignore scene update time.
The larger change is the tile size: Instead of counting samples per tile, so that the final value is num_samples*num_tiles, the code now counts every sample for every pixel, so that the final value is num_samples*num_pixels.
Along with that, some unused variables were removed from the Progress and Session classes.
Reviewers: brecht, sergey, #cycles
Subscribers: brecht, candreacchio, sergey
Differential Revision: https://developer.blender.org/D2214
2016-11-26 03:22:34 +00:00
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state.resolution_divider = get_divider(params.width, params.height, start_resolution);
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2011-04-27 11:58:34 +00:00
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state.tiles.clear();
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}
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2012-09-04 13:29:07 +00:00
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void TileManager::set_samples(int num_samples_)
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2011-08-28 13:55:59 +00:00
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{
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2012-09-04 13:29:07 +00:00
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num_samples = num_samples_;
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Cycles: Refactor Progress system to provide better estimates
The Progress system in Cycles had two limitations so far:
- It just counted tiles, but ignored their size. For example, when rendering a 600x500 image with 512x512 tiles, the right 88x500 tile would count for 50% of the progress, although it only covers 15% of the image.
- Scene update time was incorrectly counted as rendering time - therefore, the remaining time started very long and gradually decreased.
This patch fixes both problems:
First of all, the Progress now has a function to ignore time spans, and that is used to ignore scene update time.
The larger change is the tile size: Instead of counting samples per tile, so that the final value is num_samples*num_tiles, the code now counts every sample for every pixel, so that the final value is num_samples*num_pixels.
Along with that, some unused variables were removed from the Progress and Session classes.
Reviewers: brecht, sergey, #cycles
Subscribers: brecht, candreacchio, sergey
Differential Revision: https://developer.blender.org/D2214
2016-11-26 03:22:34 +00:00
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/* No real progress indication is possible when using unlimited samples. */
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if(num_samples == INT_MAX) {
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state.total_pixel_samples = 0;
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}
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else {
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uint64_t pixel_samples = 0;
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/* While rendering in the viewport, the initial preview resolution is increased to the native resolution
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* before the actual rendering begins. Therefore, additional pixel samples will be rendered. */
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int divider = get_divider(params.width, params.height, start_resolution) / 2;
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while(divider > 1) {
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int image_w = max(1, params.width/divider);
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int image_h = max(1, params.height/divider);
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pixel_samples += image_w * image_h;
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divider >>= 1;
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}
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state.total_pixel_samples = pixel_samples + get_num_effective_samples() * params.width*params.height;
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}
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2011-08-28 13:55:59 +00:00
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}
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2015-12-22 11:51:27 +00:00
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/* If sliced is false, splits image into tiles and assigns equal amount of tiles to every render device.
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* If sliced is true, slice image into as much pieces as how many devices are rendering this image. */
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int TileManager::gen_tiles(bool sliced)
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2011-04-27 11:58:34 +00:00
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{
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2012-09-17 10:55:18 +00:00
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int resolution = state.resolution_divider;
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2011-12-20 12:25:37 +00:00
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int image_w = max(1, params.width/resolution);
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int image_h = max(1, params.height/resolution);
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2015-12-22 11:51:27 +00:00
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int2 center = make_int2(image_w/2, image_h/2);
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2011-04-27 11:58:34 +00:00
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state.tiles.clear();
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2012-10-23 16:36:53 +00:00
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int num_logical_devices = preserve_tile_device? num_devices: 1;
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2012-10-24 14:43:29 +00:00
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int num = min(image_h, num_logical_devices);
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2015-12-22 11:51:27 +00:00
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int slice_num = sliced? num: 1;
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2012-10-24 14:43:29 +00:00
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int tile_index = 0;
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2015-12-23 23:29:40 +00:00
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state.tiles.clear();
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2015-12-22 11:51:27 +00:00
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state.tiles.resize(num);
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vector<list<Tile> >::iterator tile_list = state.tiles.begin();
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2012-10-24 14:43:29 +00:00
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Cycles: Adding Hilbert Spiral as a tile order for rendering
This patch adds the "Hilbert Spiral", a custom-designed continuous space-filling curve, as a tile order for rendering in Cycles.
It essentially works by dividing the tiles into tile blocks which are processed in a spiral outwards from the center. Inside each
block, the tiles are processed in a regular Hilbert curve pattern. By rotating that pattern according to the spiral direction,
a continuous curve is obtained, which helps with cache coherency and therefore rendering speed.
The curve is a compromise between the faster-rendering Bottom-to-Top etc. orders and the Center order, which is a bit slower,
but starts with the more important areas. The Hilbert Spiral also starts in the center (unless huge tiles are used) and is still
marginally slower than Bottom-to-Top, but noticeably faster than Center.
Reviewers: sergey, #cycles, dingto
Reviewed By: #cycles, dingto
Subscribers: iscream, gregzaal, sergey, mib2berlin
Differential Revision: https://developer.blender.org/D1166
2016-01-09 23:11:34 +00:00
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if(tile_order == TILE_HILBERT_SPIRAL) {
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assert(!sliced);
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/* Size of blocks in tiles, must be a power of 2 */
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const int hilbert_size = (max(tile_size.x, tile_size.y) <= 12)? 8: 4;
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int tile_w = (tile_size.x >= image_w)? 1: (image_w + tile_size.x - 1)/tile_size.x;
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int tile_h = (tile_size.y >= image_h)? 1: (image_h + tile_size.y - 1)/tile_size.y;
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int tiles_per_device = (tile_w * tile_h + num - 1) / num;
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int cur_device = 0, cur_tiles = 0;
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int2 block_size = tile_size * make_int2(hilbert_size, hilbert_size);
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/* Number of blocks to fill the image */
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int blocks_x = (block_size.x >= image_w)? 1: (image_w + block_size.x - 1)/block_size.x;
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int blocks_y = (block_size.y >= image_h)? 1: (image_h + block_size.y - 1)/block_size.y;
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int n = max(blocks_x, blocks_y) | 0x1; /* Side length of the spiral (must be odd) */
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/* Offset of spiral (to keep it centered) */
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int2 offset = make_int2((image_w - n*block_size.x)/2, (image_h - n*block_size.y)/2);
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offset = (offset / tile_size) * tile_size; /* Round to tile border. */
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int2 block = make_int2(0, 0); /* Current block */
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SpiralDirection prev_dir = DIRECTION_UP, dir = DIRECTION_UP;
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for(int i = 0;;) {
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/* Generate the tiles in the current block. */
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for(int hilbert_index = 0; hilbert_index < hilbert_size*hilbert_size; hilbert_index++) {
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int2 tile, hilbert_pos = hilbert_index_to_pos(hilbert_size, hilbert_index);
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/* Rotate block according to spiral direction. */
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if(prev_dir == DIRECTION_UP && dir == DIRECTION_UP) {
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tile = make_int2(hilbert_pos.y, hilbert_pos.x);
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}
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else if(dir == DIRECTION_LEFT || prev_dir == DIRECTION_LEFT) {
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tile = hilbert_pos;
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}
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else if(dir == DIRECTION_DOWN) {
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|
|
|
tile = make_int2(hilbert_size-1-hilbert_pos.y, hilbert_size-1-hilbert_pos.x);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
tile = make_int2(hilbert_size-1-hilbert_pos.x, hilbert_size-1-hilbert_pos.y);
|
|
|
|
}
|
|
|
|
|
|
|
|
int2 pos = block*block_size + tile*tile_size + offset;
|
|
|
|
/* Only add tiles which are in the image (tiles outside of the image can be generated since the spiral is always square). */
|
|
|
|
if(pos.x >= 0 && pos.y >= 0 && pos.x < image_w && pos.y < image_h) {
|
|
|
|
int w = min(tile_size.x, image_w - pos.x);
|
|
|
|
int h = min(tile_size.y, image_h - pos.y);
|
|
|
|
tile_list->push_front(Tile(tile_index, pos.x, pos.y, w, h, cur_device));
|
|
|
|
cur_tiles++;
|
|
|
|
tile_index++;
|
|
|
|
|
|
|
|
if(cur_tiles == tiles_per_device) {
|
|
|
|
tile_list++;
|
|
|
|
cur_tiles = 0;
|
|
|
|
cur_device++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Stop as soon as the spiral has reached the center block. */
|
|
|
|
if(block.x == (n-1)/2 && block.y == (n-1)/2)
|
|
|
|
break;
|
|
|
|
|
|
|
|
/* Advance to next block. */
|
|
|
|
prev_dir = dir;
|
|
|
|
switch(dir) {
|
|
|
|
case DIRECTION_UP:
|
|
|
|
block.y++;
|
|
|
|
if(block.y == (n-i-1)) {
|
|
|
|
dir = DIRECTION_LEFT;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case DIRECTION_LEFT:
|
|
|
|
block.x++;
|
|
|
|
if(block.x == (n-i-1)) {
|
|
|
|
dir = DIRECTION_DOWN;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case DIRECTION_DOWN:
|
|
|
|
block.y--;
|
|
|
|
if(block.y == i) {
|
|
|
|
dir = DIRECTION_RIGHT;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case DIRECTION_RIGHT:
|
|
|
|
block.x--;
|
|
|
|
if(block.x == i+1) {
|
|
|
|
dir = DIRECTION_UP;
|
|
|
|
i++;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return tile_index;
|
|
|
|
}
|
|
|
|
|
2015-12-22 11:51:27 +00:00
|
|
|
for(int slice = 0; slice < slice_num; slice++) {
|
|
|
|
int slice_y = (image_h/slice_num)*slice;
|
|
|
|
int slice_h = (slice == slice_num-1)? image_h - slice*(image_h/slice_num): image_h/slice_num;
|
2012-09-04 13:29:07 +00:00
|
|
|
|
|
|
|
int tile_w = (tile_size.x >= image_w)? 1: (image_w + tile_size.x - 1)/tile_size.x;
|
2015-12-22 11:51:27 +00:00
|
|
|
int tile_h = (tile_size.y >= slice_h)? 1: (slice_h + tile_size.y - 1)/tile_size.y;
|
|
|
|
|
|
|
|
int tiles_per_device = (tile_w * tile_h + num - 1) / num;
|
|
|
|
int cur_device = 0, cur_tiles = 0;
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2012-09-04 13:29:07 +00:00
|
|
|
for(int tile_y = 0; tile_y < tile_h; tile_y++) {
|
2012-10-23 16:36:53 +00:00
|
|
|
for(int tile_x = 0; tile_x < tile_w; tile_x++, tile_index++) {
|
2012-11-05 08:05:14 +00:00
|
|
|
int x = tile_x * tile_size.x;
|
|
|
|
int y = tile_y * tile_size.y;
|
|
|
|
int w = (tile_x == tile_w-1)? image_w - x: tile_size.x;
|
2015-12-22 11:51:27 +00:00
|
|
|
int h = (tile_y == tile_h-1)? slice_h - y: tile_size.y;
|
|
|
|
|
|
|
|
tile_list->push_back(Tile(tile_index, x, y + slice_y, w, h, sliced? slice: cur_device));
|
2012-09-04 13:29:07 +00:00
|
|
|
|
2015-12-22 11:51:27 +00:00
|
|
|
if(!sliced) {
|
|
|
|
cur_tiles++;
|
|
|
|
|
|
|
|
if(cur_tiles == tiles_per_device) {
|
2016-01-01 22:52:37 +00:00
|
|
|
/* Tiles are already generated in Bottom-to-Top order, so no sort is necessary in that case. */
|
|
|
|
if(tile_order != TILE_BOTTOM_TO_TOP) {
|
|
|
|
tile_list->sort(TileComparator(tile_order, center));
|
|
|
|
}
|
2015-12-22 11:51:27 +00:00
|
|
|
tile_list++;
|
|
|
|
cur_tiles = 0;
|
|
|
|
cur_device++;
|
|
|
|
}
|
|
|
|
}
|
2012-09-04 13:29:07 +00:00
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
2015-12-31 12:48:38 +00:00
|
|
|
if(sliced) {
|
|
|
|
tile_list++;
|
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
2015-12-22 11:51:27 +00:00
|
|
|
|
|
|
|
return tile_index;
|
2012-10-24 14:43:29 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void TileManager::set_tiles()
|
|
|
|
{
|
|
|
|
int resolution = state.resolution_divider;
|
|
|
|
int image_w = max(1, params.width/resolution);
|
|
|
|
int image_h = max(1, params.height/resolution);
|
|
|
|
|
2015-12-22 11:51:27 +00:00
|
|
|
state.num_tiles = gen_tiles(!background);
|
2012-09-04 13:29:07 +00:00
|
|
|
|
2011-12-21 13:48:35 +00:00
|
|
|
state.buffer.width = image_w;
|
|
|
|
state.buffer.height = image_h;
|
|
|
|
|
|
|
|
state.buffer.full_x = params.full_x/resolution;
|
|
|
|
state.buffer.full_y = params.full_y/resolution;
|
|
|
|
state.buffer.full_width = max(1, params.full_width/resolution);
|
|
|
|
state.buffer.full_height = max(1, params.full_height/resolution);
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
2015-12-22 11:51:27 +00:00
|
|
|
bool TileManager::next_tile(Tile& tile, int device)
|
2012-10-25 12:03:36 +00:00
|
|
|
{
|
|
|
|
int logical_device = preserve_tile_device? device: 0;
|
|
|
|
|
2015-12-23 23:29:40 +00:00
|
|
|
if((logical_device >= state.tiles.size()) || state.tiles[logical_device].empty())
|
2015-12-22 11:51:27 +00:00
|
|
|
return false;
|
2012-09-04 13:29:07 +00:00
|
|
|
|
2015-12-23 23:29:40 +00:00
|
|
|
tile = Tile(state.tiles[logical_device].front());
|
2015-12-22 11:51:27 +00:00
|
|
|
state.tiles[logical_device].pop_front();
|
|
|
|
state.num_rendered_tiles++;
|
|
|
|
return true;
|
2012-09-04 13:29:07 +00:00
|
|
|
}
|
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
bool TileManager::done()
|
|
|
|
{
|
2016-03-30 13:55:12 +00:00
|
|
|
int end_sample = (range_num_samples == -1)
|
|
|
|
? num_samples
|
|
|
|
: range_start_sample + range_num_samples;
|
|
|
|
return (state.resolution_divider == 1) &&
|
|
|
|
(state.sample+state.num_samples >= end_sample);
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
bool TileManager::next()
|
|
|
|
{
|
|
|
|
if(done())
|
|
|
|
return false;
|
|
|
|
|
2012-09-17 10:55:18 +00:00
|
|
|
if(progressive && state.resolution_divider > 1) {
|
2011-09-16 13:14:02 +00:00
|
|
|
state.sample = 0;
|
2012-09-17 10:55:18 +00:00
|
|
|
state.resolution_divider /= 2;
|
2012-09-04 13:29:07 +00:00
|
|
|
state.num_samples = 1;
|
2011-04-27 11:58:34 +00:00
|
|
|
set_tiles();
|
|
|
|
}
|
|
|
|
else {
|
2011-09-16 13:14:02 +00:00
|
|
|
state.sample++;
|
2012-09-04 13:29:07 +00:00
|
|
|
|
|
|
|
if(progressive)
|
|
|
|
state.num_samples = 1;
|
2016-03-30 13:55:12 +00:00
|
|
|
else if(range_num_samples == -1)
|
2012-09-04 13:29:07 +00:00
|
|
|
state.num_samples = num_samples;
|
2016-03-30 13:55:12 +00:00
|
|
|
else
|
|
|
|
state.num_samples = range_num_samples;
|
2012-09-04 13:29:07 +00:00
|
|
|
|
2012-09-17 10:55:18 +00:00
|
|
|
state.resolution_divider = 1;
|
2011-04-27 11:58:34 +00:00
|
|
|
set_tiles();
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2016-03-30 13:55:12 +00:00
|
|
|
int TileManager::get_num_effective_samples()
|
|
|
|
{
|
|
|
|
return (range_num_samples == -1) ? num_samples
|
|
|
|
: range_num_samples;
|
|
|
|
}
|
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
CCL_NAMESPACE_END
|
|
|
|
|