Files
test/intern/cycles/render/session.h
Brecht Van Lommel 7c8f82a174 Cycles: regular rendering now works tiled, and supports save buffers to
save memory during render and cache render results.


Implementation notes:

In the render engine API it's now possible to get the render result for
one render layer only, and retrieve the expected tile size in case save
buffers is used. This is needed because EXR expects tiles with particular
size and coordinates.

The EXR temporary files are now also separated per layer, since Cycles
can't give the full render result for all render layers, and EXR doesn't
support writing parts of tiles.

In Cycles internally the handling of render buffers and multi GPU
rendering in particular changed quite a bit, and could use a bit more
refactoring to make things more consistent and simple.
2012-06-28 10:34:38 +00:00

179 lines
3.9 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef __SESSION_H__
#define __SESSION_H__
#include "buffers.h"
#include "device.h"
#include "tile.h"
#include "util_progress.h"
#include "util_thread.h"
CCL_NAMESPACE_BEGIN
class BufferParams;
class Device;
class DeviceScene;
class DisplayBuffer;
class Progress;
class RenderBuffers;
class Scene;
/* Session Parameters */
class SessionParams {
public:
DeviceInfo device;
bool background;
string output_path;
bool progressive;
bool experimental;
int samples;
int2 tile_size;
int min_size;
int threads;
double cancel_timeout;
double reset_timeout;
double text_timeout;
SessionParams()
{
background = false;
output_path = "";
progressive = false;
experimental = false;
samples = INT_MAX;
tile_size = make_int2(64, 64);
min_size = 64;
threads = 0;
cancel_timeout = 0.1;
reset_timeout = 0.1;
text_timeout = 1.0;
}
bool modified(const SessionParams& params)
{ return !(device.type == params.device.type
&& device.id == params.device.id
&& background == params.background
&& output_path == params.output_path
/* && samples == params.samples */
&& progressive == params.progressive
&& experimental == params.experimental
&& tile_size == params.tile_size
&& min_size == params.min_size
&& threads == params.threads
&& cancel_timeout == params.cancel_timeout
&& reset_timeout == params.reset_timeout
&& text_timeout == params.text_timeout); }
};
/* 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;
int sample;
boost::function<void(RenderBuffers*)> write_render_buffers_cb;
Session(const SessionParams& params);
~Session();
void start();
bool draw(BufferParams& params);
void wait();
bool ready_to_reset();
void reset(BufferParams& params, int samples);
void set_samples(int samples);
void set_pause(bool pause);
protected:
struct DelayedReset {
thread_mutex mutex;
bool do_reset;
BufferParams params;
int samples;
} delayed_reset;
void run();
void update_scene();
void update_status_time(bool show_pause = false, bool show_done = false);
void tonemap();
void path_trace();
void reset_(BufferParams& params, int samples);
void run_cpu();
bool draw_cpu(BufferParams& params);
void reset_cpu(BufferParams& params, int samples);
void run_gpu();
bool draw_gpu(BufferParams& params);
void reset_gpu(BufferParams& params, int samples);
bool acquire_tile(Device *tile_device, RenderTile& tile);
void release_tile(RenderTile& tile);
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;
double start_time;
double reset_time;
double preview_time;
double paused_time;
};
CCL_NAMESPACE_END
#endif /* __SESSION_H__ */