forked from bartvdbraak/blender
adea12cb01
Regular rendering now works tiled, and supports save buffers to save memory during render and cache render results. Brick texture node by Thomas. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture Image texture Blended Box Mapping. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture http://mango.blender.org/production/blended_box/ Various bug fixes by Sergey and Campbell. * Fix for reading freed memory in some node setups. * Fix incorrect memory read when synchronizing mesh motion. * Fix crash appearing when direct light usage is different on different layers. * Fix for vector pass gives wrong result in some circumstances. * Fix for wrong resolution used for rendering Render Layer node. * Option to cancel rendering when doing initial synchronization. * No more texture limit when using CPU render. * Many fixes for new tiled rendering.
93 lines
2.5 KiB
C
93 lines
2.5 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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/* Constant Globals */
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#ifdef __KERNEL_CPU__
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#ifdef __OSL__
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#include "osl_globals.h"
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#endif
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#endif
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CCL_NAMESPACE_BEGIN
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/* On the CPU, we pass along the struct KernelGlobals to nearly everywhere in
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* the kernel, to access constant data. These are all stored as "textures", but
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* these are really just standard arrays. We can't use actually globals because
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* multiple renders may be running inside the same process. */
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#ifdef __KERNEL_CPU__
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#define MAX_BYTE_IMAGES 512
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#define MAX_FLOAT_IMAGES 5
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typedef struct KernelGlobals {
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texture_image_uchar4 texture_byte_images[MAX_BYTE_IMAGES];
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texture_image_float4 texture_float_images[MAX_FLOAT_IMAGES];
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#define KERNEL_TEX(type, ttype, name) ttype name;
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#define KERNEL_IMAGE_TEX(type, ttype, name)
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#include "kernel_textures.h"
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KernelData __data;
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#ifdef __OSL__
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/* On the CPU, we also have the OSL globals here. Most data structures are shared
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* with SVM, the difference is in the shaders and object/mesh attributes. */
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OSLGlobals osl;
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#endif
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} KernelGlobals;
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#endif
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/* For CUDA, constant memory textures must be globals, so we can't put them
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* into a struct. As a result we don't actually use this struct and use actual
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* globals and simply pass along a NULL pointer everywhere, which we hope gets
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* optimized out. */
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#ifdef __KERNEL_CUDA__
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__constant__ KernelData __data;
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typedef struct KernelGlobals {} KernelGlobals;
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#define KERNEL_TEX(type, ttype, name) ttype name;
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#define KERNEL_IMAGE_TEX(type, ttype, name) ttype name;
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#include "kernel_textures.h"
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#endif
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/* OpenCL */
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#ifdef __KERNEL_OPENCL__
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typedef struct KernelGlobals {
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__constant KernelData *data;
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#define KERNEL_TEX(type, ttype, name) \
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__global type *name;
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#include "kernel_textures.h"
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} KernelGlobals;
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#endif
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CCL_NAMESPACE_END
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