blender/intern/cycles/scene/tables.cpp
Brecht Van Lommel d7d40745fa Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the
  scene and its nodes. The session/ folder contains the render session and
  associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
  kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/

For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
2021-10-26 15:36:39 +02:00

131 lines
3.1 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.
*/
#include "scene/tables.h"
#include "device/device.h"
#include "scene/scene.h"
#include "scene/stats.h"
#include "util/util_logging.h"
#include "util/util_time.h"
CCL_NAMESPACE_BEGIN
/* Lookup Tables */
LookupTables::LookupTables()
{
need_update_ = true;
}
LookupTables::~LookupTables()
{
assert(lookup_tables.size() == 0);
}
void LookupTables::device_update(Device *, DeviceScene *dscene, Scene *scene)
{
if (!need_update())
return;
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->tables.times.add_entry({"device_update", time});
}
});
VLOG(1) << "Total " << lookup_tables.size() << " lookup tables.";
if (lookup_tables.size() > 0)
dscene->lookup_table.copy_to_device();
need_update_ = false;
}
void LookupTables::device_free(Device *, DeviceScene *dscene)
{
dscene->lookup_table.free();
}
bool LookupTables::need_update() const
{
return need_update_;
}
static size_t round_up_to_multiple(size_t size, size_t chunk)
{
return ((size + chunk - 1) / chunk) * chunk;
}
size_t LookupTables::add_table(DeviceScene *dscene, vector<float> &data)
{
assert(data.size() > 0);
need_update_ = true;
Table new_table;
new_table.offset = 0;
new_table.size = round_up_to_multiple(data.size(), TABLE_CHUNK_SIZE);
/* find space to put lookup table */
list<Table>::iterator table;
for (table = lookup_tables.begin(); table != lookup_tables.end(); table++) {
if (new_table.offset + new_table.size <= table->offset) {
lookup_tables.insert(table, new_table);
break;
}
else
new_table.offset = table->offset + table->size;
}
if (table == lookup_tables.end()) {
/* add at the end */
lookup_tables.push_back(new_table);
dscene->lookup_table.resize(new_table.offset + new_table.size);
}
/* copy table data and return offset */
float *dtable = dscene->lookup_table.data();
memcpy(dtable + new_table.offset, &data[0], sizeof(float) * data.size());
return new_table.offset;
}
void LookupTables::remove_table(size_t *offset)
{
if (*offset == TABLE_OFFSET_INVALID) {
/* The table isn't even allocated, so just return here. */
return;
}
need_update_ = true;
list<Table>::iterator table;
for (table = lookup_tables.begin(); table != lookup_tables.end(); table++) {
if (table->offset == *offset) {
lookup_tables.erase(table);
*offset = TABLE_OFFSET_INVALID;
return;
}
}
assert(table != lookup_tables.end());
}
CCL_NAMESPACE_END