adea12cb01
Regular rendering now works tiled, and supports save buffers to save memory during render and cache render results. Brick texture node by Thomas. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture Image texture Blended Box Mapping. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture http://mango.blender.org/production/blended_box/ Various bug fixes by Sergey and Campbell. * Fix for reading freed memory in some node setups. * Fix incorrect memory read when synchronizing mesh motion. * Fix crash appearing when direct light usage is different on different layers. * Fix for vector pass gives wrong result in some circumstances. * Fix for wrong resolution used for rendering Render Layer node. * Option to cancel rendering when doing initial synchronization. * No more texture limit when using CPU render. * Many fixes for new tiled rendering.
150 lines
3.2 KiB
C++
150 lines
3.2 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef __BUFFERS_H__
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#define __BUFFERS_H__
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#include "device_memory.h"
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#include "film.h"
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#include "kernel_types.h"
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#include "util_string.h"
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#include "util_thread.h"
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#include "util_types.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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struct float4;
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/* Buffer Parameters
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* Size of render buffer and how it fits in the full image (border render). */
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class BufferParams {
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public:
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/* width/height of the physical buffer */
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int width;
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int height;
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/* offset into and width/height of the full buffer */
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int full_x;
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int full_y;
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int full_width;
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int full_height;
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/* passes */
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vector<Pass> passes;
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/* functions */
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BufferParams();
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void get_offset_stride(int& offset, int& stride);
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bool modified(const BufferParams& params);
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void add_pass(PassType type);
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int get_passes_size();
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};
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/* Render Buffers */
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class RenderBuffers {
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public:
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/* buffer parameters */
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BufferParams params;
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/* float buffer */
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device_vector<float> buffer;
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/* random number generator state */
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device_vector<uint> rng_state;
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RenderBuffers(Device *device);
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~RenderBuffers();
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void reset(Device *device, BufferParams& params);
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bool copy_from_device();
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bool get_pass_rect(PassType type, float exposure, int sample, int components, float *pixels);
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protected:
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void device_free();
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Device *device;
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};
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/* Display Buffer
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*
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* The buffer used for drawing during render, filled by tonemapping the render
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* buffers and converting to uchar4 storage. */
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class DisplayBuffer {
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public:
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/* buffer parameters */
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BufferParams params;
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/* dimensions for how much of the buffer is actually ready for display.
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* with progressive render we can be using only a subset of the buffer.
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* if these are zero, it means nothing can be drawn yet */
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int draw_width, draw_height;
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/* draw alpha channel? */
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bool transparent;
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/* byte buffer for tonemapped result */
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device_vector<uchar4> rgba;
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DisplayBuffer(Device *device);
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~DisplayBuffer();
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void reset(Device *device, BufferParams& params);
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void write(Device *device, const string& filename);
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void draw_set(int width, int height);
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void draw(Device *device);
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bool draw_ready();
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protected:
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void device_free();
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Device *device;
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};
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/* Render Tile
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* Rendering task on a buffer */
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class RenderTile {
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public:
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int x, y, w, h;
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int start_sample;
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int num_samples;
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int sample;
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int resolution;
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int offset;
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int stride;
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device_ptr buffer;
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device_ptr rng_state;
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device_ptr rgba;
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RenderBuffers *buffers;
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RenderTile();
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};
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CCL_NAMESPACE_END
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#endif /* __BUFFERS_H__ */
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