Files
test/source/blender/compositor/intern/COM_ExecutionSystem.cc
Sergey Sharybin 149e547de6 Compositor: Remove quality setting from DNA and UI
It was meant to be included into the previous commit in the area,
but was forgotten due to some technicalities.

Also remove the DisplaceSimpleOperation, which is now not used.

Pull Request: https://projects.blender.org/blender/blender/pulls/121580
2024-05-08 16:56:32 +02:00

146 lines
4.2 KiB
C++

/* SPDX-FileCopyrightText: 2011 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "COM_ExecutionSystem.h"
#include "COM_Debug.h"
#include "COM_FullFrameExecutionModel.h"
#include "COM_NodeOperation.h"
#include "COM_NodeOperationBuilder.h"
#include "COM_WorkPackage.h"
#include "COM_WorkScheduler.h"
#ifdef WITH_CXX_GUARDEDALLOC
# include "MEM_guardedalloc.h"
#endif
namespace blender::compositor {
ExecutionSystem::ExecutionSystem(RenderData *rd,
Scene *scene,
bNodeTree *editingtree,
bool rendering,
const char *view_name,
realtime_compositor::RenderContext *render_context,
ProfilerData &profiler_data)
: profiler_data_(profiler_data)
{
num_work_threads_ = WorkScheduler::get_num_cpu_threads();
context_.set_render_context(render_context);
context_.set_view_name(view_name);
context_.set_scene(scene);
context_.set_bnodetree(editingtree);
context_.set_preview_hash(editingtree->previews);
context_.set_rendering(rendering);
context_.set_render_data(rd);
BLI_mutex_init(&work_mutex_);
BLI_condition_init(&work_finished_cond_);
{
NodeOperationBuilder builder(&context_, editingtree, this);
builder.convert_to_operations(this);
}
execution_model_ = new FullFrameExecutionModel(context_, active_buffers_, operations_);
}
ExecutionSystem::~ExecutionSystem()
{
BLI_condition_end(&work_finished_cond_);
BLI_mutex_end(&work_mutex_);
delete execution_model_;
for (NodeOperation *operation : operations_) {
delete operation;
}
operations_.clear();
}
void ExecutionSystem::set_operations(const Span<NodeOperation *> operations)
{
operations_ = operations;
}
void ExecutionSystem::execute()
{
DebugInfo::execute_started();
for (NodeOperation *op : operations_) {
op->init_data();
}
execution_model_->execute(*this);
profiler_data_ = execution_model_->get_profiler_data();
}
void ExecutionSystem::execute_work(const rcti &work_rect,
std::function<void(const rcti &split_rect)> work_func)
{
if (is_breaked()) {
return;
}
/* Split work vertically to maximize continuous memory. */
const int work_height = BLI_rcti_size_y(&work_rect);
const int num_sub_works = std::min(num_work_threads_, work_height);
const int split_height = num_sub_works == 0 ? 0 : work_height / num_sub_works;
int remaining_height = work_height - split_height * num_sub_works;
Vector<WorkPackage> sub_works(num_sub_works);
int sub_work_y = work_rect.ymin;
int num_sub_works_finished = 0;
for (int i = 0; i < num_sub_works; i++) {
int sub_work_height = split_height;
/* Distribute remaining height between sub-works. */
if (remaining_height > 0) {
sub_work_height++;
remaining_height--;
}
WorkPackage &sub_work = sub_works[i];
sub_work.execute_fn = [=, &work_func, &work_rect]() {
if (is_breaked()) {
return;
}
rcti split_rect;
BLI_rcti_init(
&split_rect, work_rect.xmin, work_rect.xmax, sub_work_y, sub_work_y + sub_work_height);
work_func(split_rect);
};
sub_work.executed_fn = [&]() {
BLI_mutex_lock(&work_mutex_);
num_sub_works_finished++;
if (num_sub_works_finished == num_sub_works) {
BLI_condition_notify_one(&work_finished_cond_);
}
BLI_mutex_unlock(&work_mutex_);
};
WorkScheduler::schedule(&sub_work);
sub_work_y += sub_work_height;
}
BLI_assert(sub_work_y == work_rect.ymax);
WorkScheduler::finish();
/* Ensure all sub-works finished.
* TODO: This a workaround for WorkScheduler::finish() not waiting all works on queue threading
* model. Sync code should be removed once it's fixed. */
BLI_mutex_lock(&work_mutex_);
if (num_sub_works_finished < num_sub_works) {
BLI_condition_wait(&work_finished_cond_, &work_mutex_);
}
BLI_mutex_unlock(&work_mutex_);
}
bool ExecutionSystem::is_breaked() const
{
const bNodeTree *btree = context_.get_bnodetree();
return btree->runtime->test_break(btree->runtime->tbh);
}
} // namespace blender::compositor