blender/intern/cycles/render/session.h
Sergey Sharybin cb4b5e12ab Cycles: Cleanup, spacing after preprocessor
It is supposed to be two spaces before comment stating which if
else/endif statements corresponds to. Was mainly violated in the
header guards.
2018-11-09 11:34:54 +01:00

242 lines
5.8 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __SESSION_H__
#define __SESSION_H__
#include "render/buffers.h"
#include "device/device.h"
#include "render/shader.h"
#include "render/tile.h"
#include "util/util_progress.h"
#include "util/util_stats.h"
#include "util/util_thread.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class BufferParams;
class Device;
class DeviceScene;
class DeviceRequestedFeatures;
class DisplayBuffer;
class Progress;
class RenderBuffers;
class Scene;
/* Session Parameters */
class SessionParams {
public:
DeviceInfo device;
bool background;
bool progressive_refine;
bool progressive;
bool experimental;
int samples;
int2 tile_size;
TileOrder tile_order;
int start_resolution;
int pixel_size;
int threads;
bool display_buffer_linear;
bool use_denoising;
bool denoising_passes;
int denoising_radius;
float denoising_strength;
float denoising_feature_strength;
bool denoising_relative_pca;
double cancel_timeout;
double reset_timeout;
double text_timeout;
double progressive_update_timeout;
ShadingSystem shadingsystem;
function<bool(const uchar *pixels,
int width,
int height,
int channels)> write_render_cb;
SessionParams()
{
background = false;
progressive_refine = false;
progressive = false;
experimental = false;
samples = INT_MAX;
tile_size = make_int2(64, 64);
start_resolution = INT_MAX;
pixel_size = 1;
threads = 0;
use_denoising = false;
denoising_passes = false;
denoising_radius = 8;
denoising_strength = 0.0f;
denoising_feature_strength = 0.0f;
denoising_relative_pca = false;
display_buffer_linear = false;
cancel_timeout = 0.1;
reset_timeout = 0.1;
text_timeout = 1.0;
progressive_update_timeout = 1.0;
shadingsystem = SHADINGSYSTEM_SVM;
tile_order = TILE_CENTER;
}
bool modified(const SessionParams& params)
{ return !(device == params.device
&& background == params.background
&& progressive_refine == params.progressive_refine
/* && samples == params.samples */
&& progressive == params.progressive
&& experimental == params.experimental
&& tile_size == params.tile_size
&& start_resolution == params.start_resolution
&& pixel_size == params.pixel_size
&& threads == params.threads
&& display_buffer_linear == params.display_buffer_linear
&& cancel_timeout == params.cancel_timeout
&& reset_timeout == params.reset_timeout
&& text_timeout == params.text_timeout
&& progressive_update_timeout == params.progressive_update_timeout
&& tile_order == params.tile_order
&& shadingsystem == params.shadingsystem); }
};
/* Session
*
* This is the class that contains the session thread, running the render
* control loop and dispatching tasks. */
class Session {
public:
Device *device;
Scene *scene;
RenderBuffers *buffers;
DisplayBuffer *display;
Progress progress;
SessionParams params;
TileManager tile_manager;
Stats stats;
function<void(RenderTile&)> write_render_tile_cb;
function<void(RenderTile&, bool)> update_render_tile_cb;
explicit Session(const SessionParams& params);
~Session();
void start();
bool draw(BufferParams& params, DeviceDrawParams& draw_params);
void wait();
bool ready_to_reset();
void reset(BufferParams& params, int samples);
void set_samples(int samples);
void set_pause(bool pause);
void update_scene();
void load_kernels(bool lock_scene=true);
void device_free();
/* Returns the rendering progress or 0 if no progress can be determined
* (for example, when rendering with unlimited samples). */
float get_progress();
protected:
struct DelayedReset {
thread_mutex mutex;
bool do_reset;
BufferParams params;
int samples;
} delayed_reset;
void run();
void update_status_time(bool show_pause = false, bool show_done = false);
void tonemap(int sample);
void render();
void reset_(BufferParams& params, int samples);
void run_cpu();
bool draw_cpu(BufferParams& params, DeviceDrawParams& draw_params);
void reset_cpu(BufferParams& params, int samples);
void run_gpu();
bool draw_gpu(BufferParams& params, DeviceDrawParams& draw_params);
void reset_gpu(BufferParams& params, int samples);
bool acquire_tile(Device *tile_device, RenderTile& tile);
void update_tile_sample(RenderTile& tile);
void release_tile(RenderTile& tile);
void map_neighbor_tiles(RenderTile *tiles, Device *tile_device);
void unmap_neighbor_tiles(RenderTile *tiles, Device *tile_device);
bool device_use_gl;
thread *session_thread;
volatile bool display_outdated;
volatile bool gpu_draw_ready;
volatile bool gpu_need_tonemap;
thread_condition_variable gpu_need_tonemap_cond;
bool pause;
thread_condition_variable pause_cond;
thread_mutex pause_mutex;
thread_mutex tile_mutex;
thread_mutex buffers_mutex;
thread_mutex display_mutex;
bool kernels_loaded;
DeviceRequestedFeatures loaded_kernel_features;
double reset_time;
/* progressive refine */
double last_update_time;
bool update_progressive_refine(bool cancel);
DeviceRequestedFeatures get_requested_device_features();
/* ** Split kernel routines ** */
/* Maximumnumber of closure during session lifetime. */
int max_closure_global;
/* Get maximum number of closures to be used in kernel. */
int get_max_closure_count();
};
CCL_NAMESPACE_END
#endif /* __SESSION_H__ */