blender/intern/cycles/util/util_progress.h
Sergey Sharybin 76525d5398 Cycles: persistent images option
This option enables keeping loaded images in the memory in-between
of rendering.

Implemented by keeping render engine alive for until Render structure
is being freed.

Cycles will free all data when render finishes, optionally keeping
image manager untouched. All shaders, meshes, objects will be
re-allocated next time rendering happens.

Cycles cession and scene will be re-created from scratch if render/
scene parameters were changed.

This will also allow to keep compiled OSL shaders in memory without
need to re-compile them again.

P.S. Performance panel could be cleaned up a bit, not so much happy
     with it's vertical alignment currently but not sure how to make
     it look better.

 P.P.S. Currently the only way to free images from the device is to
       disable Persistent Images option and start rendering.
2012-11-09 08:46:53 +00:00

264 lines
5.0 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* 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.
*/
#ifndef __UTIL_PROGRESS_H__
#define __UTIL_PROGRESS_H__
/* Progress
*
* Simple class to communicate progress status messages, timing information,
* update notifications from a job running in another thread. All methods
* except for the constructor/destructor are thread safe. */
#include "util_function.h"
#include "util_string.h"
#include "util_time.h"
#include "util_thread.h"
CCL_NAMESPACE_BEGIN
class Progress {
public:
Progress()
{
tile = 0;
sample = 0;
start_time = time_dt();
total_time = 0.0f;
tile_time = 0.0f;
status = "Initializing";
substatus = "";
sync_status = "";
sync_substatus = "";
update_cb = NULL;
cancel = false;
cancel_message = "";
cancel_cb = NULL;
}
Progress(Progress& progress)
{
*this = progress;
}
Progress& operator=(Progress& progress)
{
thread_scoped_lock lock(progress.progress_mutex);
progress.get_status(status, substatus);
progress.get_tile(tile, total_time, tile_time);
sample = progress.get_sample();
return *this;
}
void reset()
{
tile = 0;
sample = 0;
start_time = time_dt();
total_time = 0.0f;
tile_time = 0.0f;
status = "Initializing";
substatus = "";
sync_status = "";
sync_substatus = "";
cancel = false;
cancel_message = "";
}
/* cancel */
void set_cancel(const string& cancel_message_)
{
thread_scoped_lock lock(progress_mutex);
cancel_message = cancel_message_;
cancel = true;
}
bool get_cancel()
{
if(!cancel && cancel_cb)
cancel_cb();
return cancel;
}
string get_cancel_message()
{
thread_scoped_lock lock(progress_mutex);
return cancel_message;
}
void set_cancel_callback(boost::function<void(void)> function)
{
cancel_cb = function;
}
/* tile and timing information */
void set_start_time(double start_time_)
{
thread_scoped_lock lock(progress_mutex);
start_time = start_time_;
}
void set_tile(int tile_, double tile_time_)
{
thread_scoped_lock lock(progress_mutex);
tile = tile_;
total_time = time_dt() - start_time;
tile_time = tile_time_;
}
void get_tile(int& tile_, double& total_time_, double& tile_time_)
{
thread_scoped_lock lock(progress_mutex);
tile_ = tile;
total_time_ = (total_time > 0.0)? total_time: 0.0;
tile_time_ = tile_time;
}
void reset_sample()
{
thread_scoped_lock lock(progress_mutex);
sample = 0;
}
void increment_sample()
{
thread_scoped_lock lock(progress_mutex);
sample++;
}
int get_sample()
{
return sample;
}
/* status messages */
void set_status(const string& status_, const string& substatus_ = "")
{
{
thread_scoped_lock lock(progress_mutex);
status = status_;
substatus = substatus_;
total_time = time_dt() - start_time;
}
set_update();
}
void set_substatus(const string& substatus_)
{
{
thread_scoped_lock lock(progress_mutex);
substatus = substatus_;
total_time = time_dt() - start_time;
}
set_update();
}
void set_sync_status(const string& status_, const string& substatus_ = "")
{
{
thread_scoped_lock lock(progress_mutex);
sync_status = status_;
sync_substatus = substatus_;
total_time = time_dt() - start_time;
}
set_update();
}
void set_sync_substatus(const string& substatus_)
{
{
thread_scoped_lock lock(progress_mutex);
sync_substatus = substatus_;
total_time = time_dt() - start_time;
}
set_update();
}
void get_status(string& status_, string& substatus_)
{
thread_scoped_lock lock(progress_mutex);
if(sync_status != "") {
status_ = sync_status;
substatus_ = sync_substatus;
}
else {
status_ = status;
substatus_ = substatus;
}
}
/* callback */
void set_update()
{
if(update_cb) {
thread_scoped_lock lock(update_mutex);
update_cb();
}
}
void set_update_callback(boost::function<void(void)> function)
{
update_cb = function;
}
protected:
thread_mutex progress_mutex;
thread_mutex update_mutex;
boost::function<void(void)> update_cb;
boost::function<void(void)> cancel_cb;
int tile; /* counter for rendered tiles */
int sample; /* counter of rendered samples, global for all tiles */
double start_time;
double total_time;
double tile_time;
string status;
string substatus;
string sync_status;
string sync_substatus;
volatile bool cancel;
string cancel_message;
};
CCL_NAMESPACE_END
#endif /* __UTIL_PROGRESS_H__ */