ee36e75b85
This was already mixed a bit, but the dot belongs there.
129 lines
3.2 KiB
C++
129 lines
3.2 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 __TILE_H__
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#define __TILE_H__
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#include <limits.h>
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#include "buffers.h"
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#include "util_list.h"
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CCL_NAMESPACE_BEGIN
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/* Tile */
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class Tile {
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public:
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int index;
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int x, y, w, h;
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int device;
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bool rendering;
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Tile()
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{}
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Tile(int index_, int x_, int y_, int w_, int h_, int device_)
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: index(index_), x(x_), y(y_), w(w_), h(h_), device(device_), rendering(false) {}
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};
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/* Tile order */
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/* Note: this should match enum_tile_order in properties.py */
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enum TileOrder {
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TILE_CENTER = 0,
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TILE_RIGHT_TO_LEFT = 1,
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TILE_LEFT_TO_RIGHT = 2,
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TILE_TOP_TO_BOTTOM = 3,
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TILE_BOTTOM_TO_TOP = 4
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};
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/* Tile Manager */
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class TileManager {
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public:
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BufferParams params;
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struct State {
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BufferParams buffer;
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int sample;
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int num_samples;
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int resolution_divider;
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int num_tiles;
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int num_rendered_tiles;
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list<Tile> tiles;
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} state;
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int num_samples;
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TileManager(bool progressive, int num_samples, int2 tile_size, int start_resolution,
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bool preserve_tile_device, bool background, TileOrder tile_order, int num_devices = 1);
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~TileManager();
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void reset(BufferParams& params, int num_samples);
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void set_samples(int num_samples);
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bool next();
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bool next_tile(Tile& tile, int device = 0);
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bool done();
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void set_tile_order(TileOrder tile_order_) { tile_order = tile_order_; }
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protected:
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void set_tiles();
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bool progressive;
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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 num_devices;
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/* in some cases it is important that the same tile will be returned for the same
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* device it was originally generated for (i.e. viewport rendering when buffer is
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* allocating once for tile and then always used by it)
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*
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* in other cases any tile could be handled by any device (i.e. final rendering
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* without progressive refine)
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*/
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bool preserve_tile_device;
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/* for background render tiles should exactly match render parts generated from
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* blender side, which means image first gets split into tiles and then tiles are
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* assigning to render devices
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*
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* however viewport rendering expects tiles to be allocated in a special way,
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* meaning image is being sliced horizontally first and every device handles
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* it's own slice
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*/
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bool background;
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/* splits image into tiles and assigns equal amount of tiles to every render device */
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void gen_tiles_global();
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/* slices image into as much pieces as how many devices are rendering this image */
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void gen_tiles_sliced();
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/* returns tiles for background render */
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list<Tile>::iterator next_background_tile(int device, TileOrder tile_order);
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/* returns first unhandled tile for viewport render */
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list<Tile>::iterator next_viewport_tile(int device);
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};
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CCL_NAMESPACE_END
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#endif /* __TILE_H__ */
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