blender/intern/cycles/util/util_progress.h
Sergey Sharybin 0579eaae1f Cycles: Make all #include statements relative to cycles source directory
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
2017-03-29 13:41:11 +02:00

342 lines
7.0 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 __UTIL_PROGRESS_H__
#define __UTIL_PROGRESS_H__
/* Progress
*
* Simple class to communicate progress status messages, timing information,
* update notifications from a job running in another thread. All methods
* except for the constructor/destructor are thread safe. */
#include "util/util_function.h"
#include "util/util_string.h"
#include "util/util_time.h"
#include "util/util_thread.h"
CCL_NAMESPACE_BEGIN
class Progress {
public:
Progress()
{
pixel_samples = 0;
total_pixel_samples = 0;
current_tile_sample = 0;
finished_tiles = 0;
start_time = time_dt();
render_start_time = time_dt();
status = "Initializing";
substatus = "";
sync_status = "";
sync_substatus = "";
update_cb = function_null;
cancel = false;
cancel_message = "";
error = false;
error_message = "";
cancel_cb = function_null;
}
Progress(Progress& progress)
{
*this = progress;
}
Progress& operator=(Progress& progress)
{
thread_scoped_lock lock(progress.progress_mutex);
progress.get_status(status, substatus);
pixel_samples = progress.pixel_samples;
total_pixel_samples = progress.total_pixel_samples;
current_tile_sample = progress.get_current_sample();
return *this;
}
void reset()
{
pixel_samples = 0;
total_pixel_samples = 0;
current_tile_sample = 0;
finished_tiles = 0;
start_time = time_dt();
render_start_time = time_dt();
status = "Initializing";
substatus = "";
sync_status = "";
sync_substatus = "";
cancel = false;
cancel_message = "";
error = false;
error_message = "";
}
/* cancel */
void set_cancel(const string& cancel_message_)
{
thread_scoped_lock lock(progress_mutex);
cancel_message = cancel_message_;
cancel = true;
}
bool get_cancel()
{
if(!cancel && cancel_cb)
cancel_cb();
return cancel;
}
string get_cancel_message()
{
thread_scoped_lock lock(progress_mutex);
return cancel_message;
}
void set_cancel_callback(function<void(void)> function)
{
cancel_cb = function;
}
/* error */
void set_error(const string& error_message_)
{
thread_scoped_lock lock(progress_mutex);
error_message = error_message_;
error = true;
/* If error happens we also stop rendering. */
cancel_message = error_message_;
cancel = true;
}
bool get_error()
{
return error;
}
string get_error_message()
{
thread_scoped_lock lock(progress_mutex);
return error_message;
}
/* tile and timing information */
void set_start_time()
{
thread_scoped_lock lock(progress_mutex);
start_time = time_dt();
}
void set_render_start_time()
{
thread_scoped_lock lock(progress_mutex);
render_start_time = time_dt();
}
void add_skip_time(const scoped_timer &start_timer, bool only_render)
{
double skip_time = time_dt() - start_timer.get_start();
render_start_time += skip_time;
if(!only_render) {
start_time += skip_time;
}
}
void get_time(double& total_time_, double& render_time_)
{
thread_scoped_lock lock(progress_mutex);
total_time_ = time_dt() - start_time;
render_time_ = time_dt() - render_start_time;
}
void reset_sample()
{
thread_scoped_lock lock(progress_mutex);
pixel_samples = 0;
current_tile_sample = 0;
finished_tiles = 0;
}
void set_total_pixel_samples(uint64_t total_pixel_samples_)
{
thread_scoped_lock lock(progress_mutex);
total_pixel_samples = total_pixel_samples_;
}
float get_progress()
{
if(total_pixel_samples > 0) {
return ((float) pixel_samples) / total_pixel_samples;
}
return 0.0f;
}
void add_samples(uint64_t pixel_samples_, int tile_sample)
{
thread_scoped_lock lock(progress_mutex);
pixel_samples += pixel_samples_;
current_tile_sample = tile_sample;
}
void add_samples_update(uint64_t pixel_samples_, int tile_sample)
{
add_samples(pixel_samples_, tile_sample);
set_update();
}
void add_finished_tile()
{
thread_scoped_lock lock(progress_mutex);
finished_tiles++;
}
int get_current_sample()
{
/* Note that the value here always belongs to the last tile that updated,
* so it's only useful if there is only one active tile. */
return current_tile_sample;
}
int get_finished_tiles()
{
return finished_tiles;
}
/* status messages */
void set_status(const string& status_, const string& substatus_ = "")
{
{
thread_scoped_lock lock(progress_mutex);
status = status_;
substatus = substatus_;
}
set_update();
}
void set_substatus(const string& substatus_)
{
{
thread_scoped_lock lock(progress_mutex);
substatus = substatus_;
}
set_update();
}
void set_sync_status(const string& status_, const string& substatus_ = "")
{
{
thread_scoped_lock lock(progress_mutex);
sync_status = status_;
sync_substatus = substatus_;
}
set_update();
}
void set_sync_substatus(const string& substatus_)
{
{
thread_scoped_lock lock(progress_mutex);
sync_substatus = substatus_;
}
set_update();
}
void get_status(string& status_, string& substatus_)
{
thread_scoped_lock lock(progress_mutex);
if(sync_status != "") {
status_ = sync_status;
substatus_ = sync_substatus;
}
else {
status_ = status;
substatus_ = substatus;
}
}
/* callback */
void set_update()
{
if(update_cb) {
thread_scoped_lock lock(update_mutex);
update_cb();
}
}
void set_update_callback(function<void(void)> function)
{
update_cb = function;
}
protected:
thread_mutex progress_mutex;
thread_mutex update_mutex;
function<void(void)> update_cb;
function<void(void)> cancel_cb;
/* pixel_samples counts how many samples have been rendered over all pixel, not just per pixel.
* This makes the progress estimate more accurate when tiles with different sizes are used.
*
* total_pixel_samples is the total amount of pixel samples that will be rendered. */
uint64_t pixel_samples, total_pixel_samples;
/* Stores the current sample count of the last tile that called the update function.
* It's used to display the sample count if only one tile is active. */
int current_tile_sample;
/* Stores the number of tiles that's already finished.
* Used to determine whether all but the last tile are finished rendering, in which case the current_tile_sample is displayed. */
int finished_tiles;
double start_time, render_start_time;
string status;
string substatus;
string sync_status;
string sync_substatus;
volatile bool cancel;
string cancel_message;
volatile bool error;
string error_message;
};
CCL_NAMESPACE_END
#endif /* __UTIL_PROGRESS_H__ */