0579eaae1f
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
80 lines
1.9 KiB
C++
80 lines
1.9 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 __DEVICE_TASK_H__
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#define __DEVICE_TASK_H__
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#include "device/device_memory.h"
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#include "util/util_function.h"
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#include "util/util_list.h"
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#include "util/util_task.h"
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CCL_NAMESPACE_BEGIN
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/* Device Task */
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class Device;
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class RenderBuffers;
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class RenderTile;
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class Tile;
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class DeviceTask : public Task {
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public:
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typedef enum { PATH_TRACE, FILM_CONVERT, SHADER } Type;
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Type type;
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int x, y, w, h;
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device_ptr rgba_byte;
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device_ptr rgba_half;
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device_ptr buffer;
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int sample;
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int num_samples;
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int offset, stride;
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device_ptr shader_input;
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device_ptr shader_output, shader_output_luma;
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int shader_eval_type;
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int shader_filter;
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int shader_x, shader_w;
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int passes_size;
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explicit DeviceTask(Type type = PATH_TRACE);
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int get_subtask_count(int num, int max_size = 0);
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void split(list<DeviceTask>& tasks, int num, int max_size = 0);
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void update_progress(RenderTile *rtile, int pixel_samples = -1);
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function<bool(Device *device, RenderTile&)> acquire_tile;
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function<void(long, int)> update_progress_sample;
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function<void(RenderTile&)> update_tile_sample;
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function<void(RenderTile&)> release_tile;
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function<bool(void)> get_cancel;
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bool need_finish_queue;
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bool integrator_branched;
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int2 requested_tile_size;
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protected:
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double last_update_time;
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};
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CCL_NAMESPACE_END
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#endif /* __DEVICE_TASK_H__ */
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