blender/intern/cycles/render/tile.h
Lukas Stockner a2ebc5268f Cycles: Refactor Progress system to provide better estimates
The Progress system in Cycles had two limitations so far:
 - It just counted tiles, but ignored their size. For example, when rendering a 600x500 image with 512x512 tiles, the right 88x500 tile would count for 50% of the progress, although it only covers 15% of the image.
 - Scene update time was incorrectly counted as rendering time - therefore, the remaining time started very long and gradually decreased.

This patch fixes both problems:
First of all, the Progress now has a function to ignore time spans, and that is used to ignore scene update time.
The larger change is the tile size: Instead of counting samples per tile, so that the final value is num_samples*num_tiles, the code now counts every sample for every pixel, so that the final value is num_samples*num_pixels.

Along with that, some unused variables were removed from the Progress and Session classes.

Reviewers: brecht, sergey, #cycles

Subscribers: brecht, candreacchio, sergey

Differential Revision: https://developer.blender.org/D2214
2016-12-03 05:02:21 +01:00

137 lines
3.5 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 __TILE_H__
#define __TILE_H__
#include <limits.h>
#include "buffers.h"
#include "util_list.h"
CCL_NAMESPACE_BEGIN
/* Tile */
class Tile {
public:
int index;
int x, y, w, h;
int device;
Tile()
{}
Tile(int index_, int x_, int y_, int w_, int h_, int device_)
: index(index_), x(x_), y(y_), w(w_), h(h_), device(device_) {}
};
/* Tile order */
/* Note: this should match enum_tile_order in properties.py */
enum TileOrder {
TILE_CENTER = 0,
TILE_RIGHT_TO_LEFT = 1,
TILE_LEFT_TO_RIGHT = 2,
TILE_TOP_TO_BOTTOM = 3,
TILE_BOTTOM_TO_TOP = 4,
TILE_HILBERT_SPIRAL = 5,
};
/* Tile Manager */
class TileManager {
public:
BufferParams params;
struct State {
BufferParams buffer;
int sample;
int num_samples;
int resolution_divider;
int num_tiles;
int num_rendered_tiles;
/* Total samples over all pixels: Generally num_samples*num_pixels,
* but can be higher due to the initial resolution division for previews. */
uint64_t total_pixel_samples;
/* This vector contains a list of tiles for every logical device in the session.
* In each list, the tiles are sorted according to the tile order setting. */
vector<list<Tile> > tiles;
} state;
int num_samples;
TileManager(bool progressive, int num_samples, int2 tile_size, int start_resolution,
bool preserve_tile_device, bool background, TileOrder tile_order, int num_devices = 1);
~TileManager();
void reset(BufferParams& params, int num_samples);
void set_samples(int num_samples);
bool next();
bool next_tile(Tile& tile, int device = 0);
bool done();
void set_tile_order(TileOrder tile_order_) { tile_order = tile_order_; }
/* ** Sample range rendering. ** */
/* Start sample in the range. */
int range_start_sample;
/* Number to samples in the rendering range. */
int range_num_samples;
/* Get number of actual samples to render. */
int get_num_effective_samples();
protected:
void set_tiles();
bool progressive;
int2 tile_size;
TileOrder tile_order;
int start_resolution;
int num_devices;
/* in some cases it is important that the same tile will be returned for the same
* device it was originally generated for (i.e. viewport rendering when buffer is
* allocating once for tile and then always used by it)
*
* in other cases any tile could be handled by any device (i.e. final rendering
* without progressive refine)
*/
bool preserve_tile_device;
/* for background render tiles should exactly match render parts generated from
* blender side, which means image first gets split into tiles and then tiles are
* assigning to render devices
*
* however viewport rendering expects tiles to be allocated in a special way,
* meaning image is being sliced horizontally first and every device handles
* it's own slice
*/
bool background;
/* Generate tile list, return number of tiles. */
int gen_tiles(bool sliced);
};
CCL_NAMESPACE_END
#endif /* __TILE_H__ */