29f6616d60
except for curves, that's still missing from the OpenColorIO GLSL shader. The pixels are stored in a half float texture, converterd from full float with native GPU instructions and SIMD on the CPU, so it should be pretty quick. Using a GLSL shader is useful for GPU render because it avoids a copy through CPU memory.
112 lines
2.3 KiB
C++
112 lines
2.3 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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#include <stdlib.h>
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#include <string.h>
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#include "device_task.h"
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#include "util_algorithm.h"
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#include "util_time.h"
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CCL_NAMESPACE_BEGIN
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/* Device Task */
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DeviceTask::DeviceTask(Type type_)
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: type(type_), x(0), y(0), w(0), h(0), rgba_byte(0), rgba_half(0), buffer(0),
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sample(0), num_samples(1),
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shader_input(0), shader_output(0),
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shader_eval_type(0), shader_x(0), shader_w(0)
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{
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last_update_time = time_dt();
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}
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void DeviceTask::split_max_size(list<DeviceTask>& tasks, int max_size)
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{
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int num;
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if(type == SHADER) {
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num = (shader_w + max_size - 1)/max_size;
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}
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else {
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max_size = max(1, max_size/w);
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num = (h + max_size - 1)/max_size;
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}
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split(tasks, num);
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}
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void DeviceTask::split(list<DeviceTask>& tasks, int num)
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{
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if(type == SHADER) {
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num = min(shader_w, num);
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for(int i = 0; i < num; i++) {
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int tx = shader_x + (shader_w/num)*i;
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int tw = (i == num-1)? shader_w - i*(shader_w/num): shader_w/num;
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DeviceTask task = *this;
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task.shader_x = tx;
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task.shader_w = tw;
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tasks.push_back(task);
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}
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}
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else if(type == PATH_TRACE) {
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for(int i = 0; i < num; i++)
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tasks.push_back(*this);
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}
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else {
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num = min(h, num);
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for(int i = 0; i < num; i++) {
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int ty = y + (h/num)*i;
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int th = (i == num-1)? h - i*(h/num): h/num;
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DeviceTask task = *this;
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task.y = ty;
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task.h = th;
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tasks.push_back(task);
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}
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}
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}
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void DeviceTask::update_progress(RenderTile &rtile)
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{
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if (type != PATH_TRACE)
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return;
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if(update_progress_sample)
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update_progress_sample();
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if(update_tile_sample) {
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double current_time = time_dt();
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if (current_time - last_update_time >= 1.0) {
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update_tile_sample(rtile);
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last_update_time = current_time;
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}
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}
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}
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CCL_NAMESPACE_END
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