forked from bartvdbraak/blender
43b374e8c5
This commit contains the first part of the new Cycles denoising option, which filters the resulting image using information gathered during rendering to get rid of noise while preserving visual features as well as possible. To use the option, enable it in the render layer options. The default settings fit a wide range of scenes, but the user can tweak individual settings to control the tradeoff between a noise-free image, image details, and calculation time. Note that the denoiser may still change in the future and that some features are not implemented yet. The most important missing feature is animation denoising, which uses information from multiple frames at once to produce a flicker-free and smoother result. These features will be added in the future. Finally, thanks to all the people who supported this project: - Google (through the GSoC) and Theory Studios for sponsoring the development - The authors of the papers I used for implementing the denoiser (more details on them will be included in the technical docs) - The other Cycles devs for feedback on the code, especially Sergey for mentoring the GSoC project and Brecht for the code review! - And of course the users who helped with testing, reported bugs and things that could and/or should work better!
418 lines
9.9 KiB
C++
418 lines
9.9 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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#include <stdlib.h>
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#include <string.h>
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#include "device/device.h"
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#include "device/device_intern.h"
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#include "util/util_debug.h"
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#include "util/util_foreach.h"
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#include "util/util_half.h"
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#include "util/util_math.h"
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#include "util/util_opengl.h"
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#include "util/util_time.h"
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#include "util/util_types.h"
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#include "util/util_vector.h"
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#include "util/util_string.h"
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CCL_NAMESPACE_BEGIN
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bool Device::need_types_update = true;
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bool Device::need_devices_update = true;
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vector<DeviceType> Device::types;
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vector<DeviceInfo> Device::devices;
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/* Device Requested Features */
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std::ostream& operator <<(std::ostream &os,
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const DeviceRequestedFeatures& requested_features)
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{
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os << "Experimental features: "
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<< (requested_features.experimental ? "On" : "Off") << std::endl;
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os << "Max closure count: " << requested_features.max_closure << std::endl;
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os << "Max nodes group: " << requested_features.max_nodes_group << std::endl;
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/* TODO(sergey): Decode bitflag into list of names. */
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os << "Nodes features: " << requested_features.nodes_features << std::endl;
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os << "Use Hair: "
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<< string_from_bool(requested_features.use_hair) << std::endl;
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os << "Use Object Motion: "
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<< string_from_bool(requested_features.use_object_motion) << std::endl;
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os << "Use Camera Motion: "
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<< string_from_bool(requested_features.use_camera_motion) << std::endl;
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os << "Use Baking: "
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<< string_from_bool(requested_features.use_baking) << std::endl;
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os << "Use Subsurface: "
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<< string_from_bool(requested_features.use_subsurface) << std::endl;
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os << "Use Volume: "
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<< string_from_bool(requested_features.use_volume) << std::endl;
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os << "Use Branched Integrator: "
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<< string_from_bool(requested_features.use_integrator_branched) << std::endl;
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os << "Use Patch Evaluation: "
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<< string_from_bool(requested_features.use_patch_evaluation) << std::endl;
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os << "Use Transparent Shadows: "
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<< string_from_bool(requested_features.use_transparent) << std::endl;
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os << "Use Principled BSDF: "
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<< string_from_bool(requested_features.use_principled) << std::endl;
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return os;
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}
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/* Device */
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Device::~Device()
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{
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if(!background && vertex_buffer != 0) {
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glDeleteBuffers(1, &vertex_buffer);
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}
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}
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void Device::pixels_alloc(device_memory& mem)
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{
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mem_alloc("pixels", mem, MEM_READ_WRITE);
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}
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void Device::pixels_copy_from(device_memory& mem, int y, int w, int h)
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{
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if(mem.data_type == TYPE_HALF)
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mem_copy_from(mem, y, w, h, sizeof(half4));
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else
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mem_copy_from(mem, y, w, h, sizeof(uchar4));
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}
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void Device::pixels_free(device_memory& mem)
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{
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mem_free(mem);
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}
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void Device::draw_pixels(device_memory& rgba, int y, int w, int h, int dx, int dy, int width, int height, bool transparent,
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const DeviceDrawParams &draw_params)
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{
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pixels_copy_from(rgba, y, w, h);
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if(transparent) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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glColor3f(1.0f, 1.0f, 1.0f);
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if(rgba.data_type == TYPE_HALF) {
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/* for multi devices, this assumes the inefficient method that we allocate
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* all pixels on the device even though we only render to a subset */
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GLhalf *data_pointer = (GLhalf*)rgba.data_pointer;
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float vbuffer[16], *basep;
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float *vp = NULL;
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data_pointer += 4*y*w;
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/* draw half float texture, GLSL shader for display transform assumed to be bound */
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GLuint texid;
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glGenTextures(1, &texid);
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glBindTexture(GL_TEXTURE_2D, texid);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, w, h, 0, GL_RGBA, GL_HALF_FLOAT, data_pointer);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glEnable(GL_TEXTURE_2D);
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if(draw_params.bind_display_space_shader_cb) {
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draw_params.bind_display_space_shader_cb();
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}
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if(GLEW_VERSION_1_5) {
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if(!vertex_buffer)
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glGenBuffers(1, &vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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/* invalidate old contents - avoids stalling if buffer is still waiting in queue to be rendered */
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glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(float), NULL, GL_STREAM_DRAW);
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vp = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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basep = NULL;
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}
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else {
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basep = vbuffer;
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vp = vbuffer;
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}
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if(vp) {
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/* texture coordinate - vertex pair */
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vp[0] = 0.0f;
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vp[1] = 0.0f;
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vp[2] = dx;
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vp[3] = dy;
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vp[4] = 1.0f;
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vp[5] = 0.0f;
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vp[6] = (float)width + dx;
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vp[7] = dy;
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vp[8] = 1.0f;
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vp[9] = 1.0f;
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vp[10] = (float)width + dx;
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vp[11] = (float)height + dy;
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vp[12] = 0.0f;
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vp[13] = 1.0f;
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vp[14] = dx;
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vp[15] = (float)height + dy;
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if(vertex_buffer)
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glUnmapBuffer(GL_ARRAY_BUFFER);
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}
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glTexCoordPointer(2, GL_FLOAT, 4 * sizeof(float), basep);
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glVertexPointer(2, GL_FLOAT, 4 * sizeof(float), ((char *)basep) + 2 * sizeof(float));
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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if(vertex_buffer) {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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if(draw_params.unbind_display_space_shader_cb) {
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draw_params.unbind_display_space_shader_cb();
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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glDeleteTextures(1, &texid);
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}
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else {
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/* fallback for old graphics cards that don't support GLSL, half float,
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* and non-power-of-two textures */
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glPixelZoom((float)width/(float)w, (float)height/(float)h);
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glRasterPos2f(dx, dy);
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uint8_t *pixels = (uint8_t*)rgba.data_pointer;
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pixels += 4*y*w;
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glDrawPixels(w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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glRasterPos2f(0.0f, 0.0f);
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glPixelZoom(1.0f, 1.0f);
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}
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if(transparent)
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glDisable(GL_BLEND);
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}
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Device *Device::create(DeviceInfo& info, Stats &stats, bool background)
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{
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Device *device;
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switch(info.type) {
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case DEVICE_CPU:
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device = device_cpu_create(info, stats, background);
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break;
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#ifdef WITH_CUDA
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case DEVICE_CUDA:
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if(device_cuda_init())
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device = device_cuda_create(info, stats, background);
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else
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device = NULL;
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break;
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#endif
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#ifdef WITH_MULTI
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case DEVICE_MULTI:
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device = device_multi_create(info, stats, background);
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break;
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#endif
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#ifdef WITH_NETWORK
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case DEVICE_NETWORK:
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device = device_network_create(info, stats, "127.0.0.1");
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break;
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#endif
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#ifdef WITH_OPENCL
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case DEVICE_OPENCL:
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if(device_opencl_init())
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device = device_opencl_create(info, stats, background);
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else
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device = NULL;
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break;
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#endif
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default:
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return NULL;
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}
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return device;
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}
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DeviceType Device::type_from_string(const char *name)
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{
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if(strcmp(name, "CPU") == 0)
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return DEVICE_CPU;
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else if(strcmp(name, "CUDA") == 0)
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return DEVICE_CUDA;
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else if(strcmp(name, "OPENCL") == 0)
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return DEVICE_OPENCL;
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else if(strcmp(name, "NETWORK") == 0)
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return DEVICE_NETWORK;
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else if(strcmp(name, "MULTI") == 0)
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return DEVICE_MULTI;
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return DEVICE_NONE;
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}
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string Device::string_from_type(DeviceType type)
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{
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if(type == DEVICE_CPU)
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return "CPU";
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else if(type == DEVICE_CUDA)
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return "CUDA";
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else if(type == DEVICE_OPENCL)
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return "OPENCL";
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else if(type == DEVICE_NETWORK)
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return "NETWORK";
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else if(type == DEVICE_MULTI)
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return "MULTI";
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return "";
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}
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vector<DeviceType>& Device::available_types()
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{
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if(need_types_update) {
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types.clear();
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types.push_back(DEVICE_CPU);
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#ifdef WITH_CUDA
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if(device_cuda_init())
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types.push_back(DEVICE_CUDA);
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#endif
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#ifdef WITH_OPENCL
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if(device_opencl_init())
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types.push_back(DEVICE_OPENCL);
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#endif
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#ifdef WITH_NETWORK
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types.push_back(DEVICE_NETWORK);
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#endif
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need_types_update = false;
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}
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return types;
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}
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vector<DeviceInfo>& Device::available_devices()
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{
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if(need_devices_update) {
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devices.clear();
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#ifdef WITH_CUDA
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if(device_cuda_init())
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device_cuda_info(devices);
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#endif
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#ifdef WITH_OPENCL
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if(device_opencl_init())
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device_opencl_info(devices);
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#endif
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device_cpu_info(devices);
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#ifdef WITH_NETWORK
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device_network_info(devices);
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#endif
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need_devices_update = false;
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}
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return devices;
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}
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string Device::device_capabilities()
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{
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string capabilities = "CPU device capabilities: ";
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capabilities += device_cpu_capabilities() + "\n";
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#ifdef WITH_CUDA
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if(device_cuda_init()) {
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capabilities += "\nCUDA device capabilities:\n";
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capabilities += device_cuda_capabilities();
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}
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#endif
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#ifdef WITH_OPENCL
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if(device_opencl_init()) {
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capabilities += "\nOpenCL device capabilities:\n";
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capabilities += device_opencl_capabilities();
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}
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#endif
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return capabilities;
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}
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DeviceInfo Device::get_multi_device(vector<DeviceInfo> subdevices)
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{
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assert(subdevices.size() > 1);
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DeviceInfo info;
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info.type = DEVICE_MULTI;
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info.id = "MULTI";
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info.description = "Multi Device";
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info.multi_devices = subdevices;
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info.num = 0;
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info.has_bindless_textures = true;
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info.pack_images = false;
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foreach(DeviceInfo &device, subdevices) {
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assert(device.type == info.multi_devices[0].type);
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info.pack_images |= device.pack_images;
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info.has_bindless_textures &= device.has_bindless_textures;
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}
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return info;
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}
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void Device::tag_update()
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{
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need_types_update = true;
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need_devices_update = true;
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}
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void Device::free_memory()
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{
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need_types_update = true;
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need_devices_update = true;
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types.free_memory();
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devices.free_memory();
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}
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device_sub_ptr::device_sub_ptr(Device *device, device_memory& mem, int offset, int size, MemoryType type)
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: device(device)
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{
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ptr = device->mem_alloc_sub_ptr(mem, offset, size, type);
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}
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device_sub_ptr::~device_sub_ptr()
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{
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device->mem_free_sub_ptr(ptr);
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}
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CCL_NAMESPACE_END
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