blender/intern/cycles/render/tile.h
Lukas Stockner 548eb9eb4b Cycles: Sort tiles in rendering order at construction time
This commit modifies the TileManager to sort render tiles once after tiling the image,
instead of searching the next tile every time a new tile is acquired by a device.

This makes acquiring a tile run in constant time, therefore the render time is linear
w.r.t. the amount of tiles, instead of the quadratic dependency before.

Furthermore, each (logical) device now has its own Tile list, which makes acquiring
a tile for a specific device easier.
Also, some code in the TileManager was deduplicated.

Reviewers: dingto, sergey

Differential Revision: https://developer.blender.org/D1684
2015-12-23 13:14:36 +01:00

121 lines
3.0 KiB
C++

/*
* 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 <limits.h>
#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<list<Tile> > 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__ */