0579eaae1f
The idea is to make include statements more explicit and obvious where the file is coming from, additionally reducing chance of wrong header being picked up. For example, it was not obvious whether bvh.h was refferring to builder or traversal, whenter node.h is a generic graph node or a shader node and cases like that. Surely this might look obvious for the active developers, but after some time of not touching the code it becomes less obvious where file is coming from. This was briefly mentioned in T50824 and seems @brecht is fine with such explicitness, but need to agree with all active developers before committing this. Please note that this patch is lacking changes related on GPU/OpenCL support. This will be solved if/when we all agree this is a good idea to move forward. Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner Reviewed By: lukasstockner97, maiself, nirved, dingto Subscribers: brecht Differential Revision: https://developer.blender.org/D2586
136 lines
3.4 KiB
C++
136 lines
3.4 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 "render/buffers.h"
|
|
#include "util/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_HILBERT_SPIRAL = 5,
|
|
};
|
|
|
|
/* Tile Manager */
|
|
|
|
class TileManager {
|
|
public:
|
|
BufferParams params;
|
|
|
|
struct State {
|
|
BufferParams buffer;
|
|
int sample;
|
|
int num_samples;
|
|
int resolution_divider;
|
|
int num_tiles;
|
|
|
|
/* Total samples over all pixels: Generally num_samples*num_pixels,
|
|
* but can be higher due to the initial resolution division for previews. */
|
|
uint64_t total_pixel_samples;
|
|
/* 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_; }
|
|
|
|
/* ** Sample range rendering. ** */
|
|
|
|
/* Start sample in the range. */
|
|
int range_start_sample;
|
|
|
|
/* Number to samples in the rendering range. */
|
|
int range_num_samples;
|
|
|
|
/* Get number of actual samples to render. */
|
|
int get_num_effective_samples();
|
|
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__ */
|
|
|