b3299bace0
This is currently unused but crucial for things like calculating amount of device memory required to deal with the tasks. Maybe not really best place to store it, but consider it good enough for now.
77 lines
1.8 KiB
C++
77 lines
1.8 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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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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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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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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* limitations under the License.
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*/
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#ifndef __DEVICE_TASK_H__
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#define __DEVICE_TASK_H__
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#include "device_memory.h"
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#include "util_function.h"
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#include "util_list.h"
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#include "util_task.h"
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CCL_NAMESPACE_BEGIN
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/* Device Task */
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class Device;
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class RenderBuffers;
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class RenderTile;
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class Tile;
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class DeviceTask : public Task {
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public:
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typedef enum { PATH_TRACE, FILM_CONVERT, SHADER } Type;
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Type type;
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int x, y, w, h;
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device_ptr rgba_byte;
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device_ptr rgba_half;
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device_ptr buffer;
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int sample;
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int num_samples;
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int offset, stride;
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device_ptr shader_input;
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device_ptr shader_output;
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int shader_eval_type;
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int shader_x, shader_w;
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DeviceTask(Type type = PATH_TRACE);
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int get_subtask_count(int num, int max_size = 0);
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void split(list<DeviceTask>& tasks, int num, int max_size = 0);
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void update_progress(RenderTile *rtile);
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function<bool(Device *device, RenderTile&)> acquire_tile;
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function<void(void)> update_progress_sample;
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function<void(RenderTile&)> update_tile_sample;
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function<void(RenderTile&)> release_tile;
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function<bool(void)> get_cancel;
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bool need_finish_queue;
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bool integrator_branched;
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int2 requested_tile_size;
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protected:
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double last_update_time;
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};
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CCL_NAMESPACE_END
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#endif /* __DEVICE_TASK_H__ */
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