forked from bartvdbraak/blender
3b88a29abf
Just makes progressive refine :) This means the whole image would be refined gradually using as much threads as it's set in performance settings. Having enough tiles is required to have this option working as it's expected. Technically it's implemented by repeatedly computing next sample for all the tiles before switching to next sample. This works around 7-12% slower than regular tile-based rendering, so use this option only if you really need it. This commit also fixes progressive update of image when Save Buffers option is enabled. And one more thing this commit fixes is handling display buffer with Save Buffers option enabled. If this option is enabled image buffer wouldn't have neither byte nor float buffer until image is fully rendered which could backfire in missing image while rendering in cases color management cache became full. This issue solved by allocating byte buffer for image buffer from tile update callback. Patch was reviewed by Brecht. He also made some minor edits to original version to patch. Thanks, man!
77 lines
1.9 KiB
C++
77 lines
1.9 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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_memory.h"
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#include "util_function.h"
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#include "util_list.h"
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#include "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, TONEMAP, SHADER } Type;
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Type type;
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int x, y, w, h;
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device_ptr rgba;
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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 resolution;
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int offset, stride;
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device_ptr shader_input;
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device_ptr shader_output;
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int shader_eval_type;
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int shader_x, shader_w;
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DeviceTask(Type type = PATH_TRACE);
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void split(list<DeviceTask>& tasks, int num);
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void split_max_size(list<DeviceTask>& tasks, int max_size);
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void update_progress(RenderTile &rtile);
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boost::function<bool(Device *device, RenderTile&)> acquire_tile;
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boost::function<void(void)> update_progress_sample;
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boost::function<void(RenderTile&)> update_tile_sample;
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boost::function<void(RenderTile&)> release_tile;
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boost::function<bool(void)> get_cancel;
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bool need_finish_queue;
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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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