224 lines
5.1 KiB
C++
224 lines
5.1 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 __SESSION_H__
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#define __SESSION_H__
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#include "buffers.h"
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#include "device.h"
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#include "shader.h"
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#include "tile.h"
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#include "util_progress.h"
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#include "util_stats.h"
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#include "util_thread.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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class BufferParams;
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class Device;
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class DeviceScene;
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class DeviceRequestedFeatures;
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class DisplayBuffer;
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class Progress;
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class RenderBuffers;
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class Scene;
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/* Session Parameters */
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class SessionParams {
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public:
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DeviceInfo device;
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bool background;
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bool progressive_refine;
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string output_path;
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bool progressive;
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bool experimental;
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int samples;
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int2 tile_size;
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TileOrder tile_order;
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int start_resolution;
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int threads;
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bool display_buffer_linear;
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double cancel_timeout;
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double reset_timeout;
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double text_timeout;
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double progressive_update_timeout;
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ShadingSystem shadingsystem;
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SessionParams()
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{
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background = false;
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progressive_refine = false;
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output_path = "";
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progressive = false;
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experimental = false;
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samples = INT_MAX;
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tile_size = make_int2(64, 64);
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start_resolution = INT_MAX;
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threads = 0;
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display_buffer_linear = false;
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cancel_timeout = 0.1;
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reset_timeout = 0.1;
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text_timeout = 1.0;
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progressive_update_timeout = 1.0;
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shadingsystem = SHADINGSYSTEM_SVM;
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tile_order = TILE_CENTER;
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}
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bool modified(const SessionParams& params)
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{ return !(device.type == params.device.type
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&& device.id == params.device.id
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&& background == params.background
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&& progressive_refine == params.progressive_refine
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&& output_path == params.output_path
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/* && samples == params.samples */
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&& progressive == params.progressive
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&& experimental == params.experimental
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&& tile_size == params.tile_size
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&& start_resolution == params.start_resolution
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&& threads == params.threads
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&& display_buffer_linear == params.display_buffer_linear
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&& cancel_timeout == params.cancel_timeout
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&& reset_timeout == params.reset_timeout
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&& text_timeout == params.text_timeout
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&& progressive_update_timeout == params.progressive_update_timeout
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&& tile_order == params.tile_order
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&& shadingsystem == params.shadingsystem); }
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};
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/* Session
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*
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* This is the class that contains the session thread, running the render
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* control loop and dispatching tasks. */
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class Session {
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public:
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Device *device;
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Scene *scene;
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RenderBuffers *buffers;
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DisplayBuffer *display;
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Progress progress;
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SessionParams params;
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TileManager tile_manager;
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Stats stats;
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function<void(RenderTile&)> write_render_tile_cb;
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function<void(RenderTile&)> update_render_tile_cb;
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Session(const SessionParams& params);
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~Session();
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void start();
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bool draw(BufferParams& params, DeviceDrawParams& draw_params);
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void wait();
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bool ready_to_reset();
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void reset(BufferParams& params, int samples);
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void set_samples(int samples);
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void set_pause(bool pause);
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void update_scene();
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void load_kernels();
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void device_free();
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protected:
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struct DelayedReset {
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thread_mutex mutex;
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bool do_reset;
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BufferParams params;
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int samples;
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} delayed_reset;
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void run();
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void update_status_time(bool show_pause = false, bool show_done = false);
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void tonemap(int sample);
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void path_trace();
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void reset_(BufferParams& params, int samples);
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void run_cpu();
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bool draw_cpu(BufferParams& params, DeviceDrawParams& draw_params);
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void reset_cpu(BufferParams& params, int samples);
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void run_gpu();
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bool draw_gpu(BufferParams& params, DeviceDrawParams& draw_params);
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void reset_gpu(BufferParams& params, int samples);
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bool acquire_tile(Device *tile_device, RenderTile& tile);
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void update_tile_sample(RenderTile& tile);
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void release_tile(RenderTile& tile);
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void update_progress_sample();
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bool device_use_gl;
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thread *session_thread;
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volatile bool display_outdated;
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volatile bool gpu_draw_ready;
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volatile bool gpu_need_tonemap;
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thread_condition_variable gpu_need_tonemap_cond;
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bool pause;
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thread_condition_variable pause_cond;
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thread_mutex pause_mutex;
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thread_mutex tile_mutex;
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thread_mutex buffers_mutex;
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thread_mutex display_mutex;
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bool kernels_loaded;
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double start_time;
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double reset_time;
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double preview_time;
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double paused_time;
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/* progressive refine */
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double last_update_time;
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bool update_progressive_refine(bool cancel);
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vector<RenderBuffers *> tile_buffers;
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DeviceRequestedFeatures get_requested_device_features();
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/* ** Split kernel routines ** */
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/* Maximumnumber of closure during session lifetime. */
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int max_closure_global;
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/* Get maximum number of closures to be used in kernel. */
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int get_max_closure_count();
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};
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CCL_NAMESPACE_END
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#endif /* __SESSION_H__ */
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