/* * Copyright 2011-2013 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef __TILE_H__ #define __TILE_H__ #include #include "buffers.h" #include "util_list.h" CCL_NAMESPACE_BEGIN /* Tile */ class Tile { public: int index; int x, y, w, h; int device; Tile() {} Tile(int index_, int x_, int y_, int w_, int h_, int device_) : index(index_), x(x_), y(y_), w(w_), h(h_), device(device_) {} }; /* Tile order */ /* Note: this should match enum_tile_order in properties.py */ enum TileOrder { TILE_CENTER = 0, TILE_RIGHT_TO_LEFT = 1, TILE_LEFT_TO_RIGHT = 2, TILE_TOP_TO_BOTTOM = 3, TILE_BOTTOM_TO_TOP = 4 }; /* Tile Manager */ class TileManager { public: BufferParams params; struct State { BufferParams buffer; int sample; int num_samples; int resolution_divider; int num_tiles; int num_rendered_tiles; /* This vector contains a list of tiles for every logical device in the session. * In each list, the tiles are sorted according to the tile order setting. */ vector > tiles; } state; int num_samples; TileManager(bool progressive, int num_samples, int2 tile_size, int start_resolution, bool preserve_tile_device, bool background, TileOrder tile_order, int num_devices = 1); ~TileManager(); void reset(BufferParams& params, int num_samples); void set_samples(int num_samples); bool next(); bool next_tile(Tile& tile, int device = 0); bool done(); void set_tile_order(TileOrder tile_order_) { tile_order = tile_order_; } protected: void set_tiles(); bool progressive; int2 tile_size; TileOrder tile_order; int start_resolution; int num_devices; /* in some cases it is important that the same tile will be returned for the same * device it was originally generated for (i.e. viewport rendering when buffer is * allocating once for tile and then always used by it) * * in other cases any tile could be handled by any device (i.e. final rendering * without progressive refine) */ bool preserve_tile_device; /* for background render tiles should exactly match render parts generated from * blender side, which means image first gets split into tiles and then tiles are * assigning to render devices * * however viewport rendering expects tiles to be allocated in a special way, * meaning image is being sliced horizontally first and every device handles * it's own slice */ bool background; /* Generate tile list, return number of tiles. */ int gen_tiles(bool sliced); }; CCL_NAMESPACE_END #endif /* __TILE_H__ */