forked from bartvdbraak/blender
05274ca829
Only perform denoising prefilter for the last sample, not every sample.
173 lines
4.7 KiB
C++
173 lines
4.7 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 __TILE_H__
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#define __TILE_H__
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#include <limits.h>
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#include "render/buffers.h"
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#include "util/util_list.h"
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CCL_NAMESPACE_BEGIN
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/* Tile */
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class Tile {
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public:
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int index;
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int x, y, w, h;
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int device;
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/* RENDER: The tile has to be rendered.
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* RENDERED: The tile has been rendered, but can't be denoised yet (waiting for neighbors).
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* DENOISE: The tile can be denoised now.
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* DENOISED: The tile has been denoised, but can't be freed yet (waiting for neighbors).
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* DONE: The tile is finished and has been freed. */
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typedef enum { RENDER = 0, RENDERED, DENOISE, DENOISED, DONE } State;
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State state;
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RenderBuffers *buffers;
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Tile()
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{
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}
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Tile(int index_, int x_, int y_, int w_, int h_, int device_, State state_ = RENDER)
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: index(index_), x(x_), y(y_), w(w_), h(h_), device(device_), state(state_), buffers(NULL)
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{
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}
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};
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/* Tile order */
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/* Note: this should match enum_tile_order in properties.py */
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enum TileOrder {
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TILE_CENTER = 0,
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TILE_RIGHT_TO_LEFT = 1,
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TILE_LEFT_TO_RIGHT = 2,
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TILE_TOP_TO_BOTTOM = 3,
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TILE_BOTTOM_TO_TOP = 4,
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TILE_HILBERT_SPIRAL = 5,
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};
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/* Tile Manager */
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class TileManager {
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public:
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BufferParams params;
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struct State {
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vector<Tile> tiles;
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int tile_stride;
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BufferParams buffer;
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int sample;
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int num_samples;
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int resolution_divider;
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int num_tiles;
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/* Total samples over all pixels: Generally num_samples*num_pixels,
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* but can be higher due to the initial resolution division for previews. */
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uint64_t total_pixel_samples;
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/* These lists contain the indices of the tiles to be rendered/denoised and are used
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* when acquiring a new tile for the device.
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* Each list in each vector is for one logical device. */
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vector<list<int>> render_tiles;
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vector<list<int>> denoising_tiles;
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} state;
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int num_samples;
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int slice_overlap;
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TileManager(bool progressive,
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int num_samples,
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int2 tile_size,
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int start_resolution,
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bool preserve_tile_device,
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bool background,
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TileOrder tile_order,
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int num_devices = 1,
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int pixel_size = 1);
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~TileManager();
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void device_free();
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void reset(BufferParams ¶ms, int num_samples);
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void set_samples(int num_samples);
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bool next();
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bool next_tile(Tile *&tile, int device, uint tile_types);
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bool finish_tile(const int index, const bool need_denoise, bool &delete_tile);
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bool done();
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bool has_tiles();
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void set_tile_order(TileOrder tile_order_)
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{
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tile_order = tile_order_;
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}
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int get_neighbor_index(int index, int neighbor);
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bool check_neighbor_state(int index, Tile::State state);
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/* ** Sample range rendering. ** */
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/* Start sample in the range. */
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int range_start_sample;
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/* Number to samples in the rendering range. */
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int range_num_samples;
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/* Get number of actual samples to render. */
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int get_num_effective_samples();
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/* Schedule tiles for denoising after they've been rendered. */
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bool schedule_denoising;
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protected:
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void set_tiles();
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bool progressive;
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int2 tile_size;
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TileOrder tile_order;
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int start_resolution;
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int pixel_size;
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int num_devices;
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/* in some cases it is important that the same tile will be returned for the same
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* device it was originally generated for (i.e. viewport rendering when buffer is
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* allocating once for tile and then always used by it)
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*
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* in other cases any tile could be handled by any device (i.e. final rendering
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* without progressive refine)
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*/
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bool preserve_tile_device;
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/* for background render tiles should exactly match render parts generated from
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* blender side, which means image first gets split into tiles and then tiles are
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* assigning to render devices
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*
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* however viewport rendering expects tiles to be allocated in a special way,
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* meaning image is being sliced horizontally first and every device handles
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* it's own slice
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*/
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bool background;
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/* Generate tile list, return number of tiles. */
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int gen_tiles(bool sliced);
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void gen_render_tiles();
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};
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CCL_NAMESPACE_END
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#endif /* __TILE_H__ */
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