blender/intern/cycles/render/image.h
Brecht Van Lommel 8103381ded Cycles: threading optimizations
* Multithreaded image loading, each thread can load a separate image.
* Better multithreading for multiple instanced meshes, different threads can now
  build BVH's for different meshes, rather than all cooperating on the same mesh.
  Especially noticeable for dynamic BVH building for the viewport, gave about
  2x faster build on 8 core in fairly complex scene with many objects.
* The main thread waiting for worker threads can now also work itself, so
  (num_cores + 1) threads will be working, this supposedly gives better
  performance on some operating systems, but did not measure performance for
  this very detailed yet.
2012-05-05 19:44:33 +00:00

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/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef __IMAGE_H__
#define __IMAGE_H__
#include "device_memory.h"
#include "util_string.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
#define TEX_NUM_FLOAT_IMAGES 5
#define TEX_NUM_IMAGES 95
#define TEX_IMAGE_MAX (TEX_NUM_IMAGES + TEX_NUM_FLOAT_IMAGES)
#define TEX_IMAGE_FLOAT_START TEX_NUM_IMAGES
class Device;
class DeviceScene;
class Progress;
class ImageManager {
public:
ImageManager();
~ImageManager();
int add_image(const string& filename, bool& is_float);
void remove_image(const string& filename);
void device_update(Device *device, DeviceScene *dscene, Progress& progress);
void device_free(Device *device, DeviceScene *dscene);
void set_osl_texture_system(void *texture_system);
bool need_update;
private:
struct Image {
string filename;
bool need_load;
int users;
};
vector<Image*> images;
vector<Image*> float_images;
void *osl_texture_system;
bool file_load_image(Image *img, device_vector<uchar4>& tex_img);
bool file_load_float_image(Image *img, device_vector<float4>& tex_img);
void device_load_image(Device *device, DeviceScene *dscene, int slot, Progress *progess);
void device_free_image(Device *device, DeviceScene *dscene, int slot);
};
CCL_NAMESPACE_END
#endif /* __IMAGE_H__ */