Visually it is the same as the execution time implemented for the geometry nodes, and it is to be enabled in the overlay popover. The implementation is separate from the geometry nodes, as it is not easy or practical to re-use the geometry nodes implementation. The execution time is stored in a run-time hash, indexed by a node instance key. This is similar to the storage of the mode preview images, but is stored on the scene runtime data and not on the node tree. Indexing the storage by key allows to easily copy execution statistics from localized tree to its original version. The time is only implemented for full-frame compositor, as for the tiled compositor it could be tricky to calculate reliable time for pixel processing nodes which process one pixel at a time. Pull Request: https://projects.blender.org/blender/blender/pulls/117885
177 lines
5.2 KiB
C++
177 lines
5.2 KiB
C++
/* SPDX-FileCopyrightText: 2011 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "COM_ExecutionSystem.h"
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#include "COM_Debug.h"
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#include "COM_ExecutionGroup.h"
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#include "COM_FullFrameExecutionModel.h"
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#include "COM_NodeOperation.h"
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#include "COM_NodeOperationBuilder.h"
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#include "COM_TiledExecutionModel.h"
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#include "COM_WorkPackage.h"
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#include "COM_WorkScheduler.h"
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#ifdef WITH_CXX_GUARDEDALLOC
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# include "MEM_guardedalloc.h"
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#endif
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namespace blender::compositor {
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ExecutionSystem::ExecutionSystem(RenderData *rd,
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Scene *scene,
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bNodeTree *editingtree,
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bool rendering,
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bool fastcalculation,
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const char *view_name,
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realtime_compositor::RenderContext *render_context,
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ProfilerData &profiler_data)
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: profiler_data_(profiler_data)
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{
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num_work_threads_ = WorkScheduler::get_num_cpu_threads();
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context_.set_render_context(render_context);
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context_.set_view_name(view_name);
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context_.set_scene(scene);
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context_.set_bnodetree(editingtree);
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context_.set_preview_hash(editingtree->previews);
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context_.set_fast_calculation(fastcalculation);
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/* initialize the CompositorContext */
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if (rendering) {
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context_.set_quality((eCompositorQuality)editingtree->render_quality);
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}
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else {
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context_.set_quality((eCompositorQuality)editingtree->edit_quality);
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}
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context_.set_rendering(rendering);
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context_.setHasActiveOpenCLDevices(WorkScheduler::has_gpu_devices() &&
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(editingtree->flag & NTREE_COM_OPENCL));
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context_.set_render_data(rd);
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BLI_mutex_init(&work_mutex_);
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BLI_condition_init(&work_finished_cond_);
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{
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NodeOperationBuilder builder(&context_, editingtree, this);
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builder.convert_to_operations(this);
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}
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switch (context_.get_execution_model()) {
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case eExecutionModel::Tiled:
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execution_model_ = new TiledExecutionModel(context_, operations_, groups_);
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break;
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case eExecutionModel::FullFrame:
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execution_model_ = new FullFrameExecutionModel(context_, active_buffers_, operations_);
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break;
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default:
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BLI_assert_msg(0, "Non implemented execution model");
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break;
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}
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}
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ExecutionSystem::~ExecutionSystem()
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{
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BLI_condition_end(&work_finished_cond_);
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BLI_mutex_end(&work_mutex_);
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delete execution_model_;
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for (NodeOperation *operation : operations_) {
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delete operation;
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}
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operations_.clear();
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for (ExecutionGroup *group : groups_) {
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delete group;
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}
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groups_.clear();
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}
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void ExecutionSystem::set_operations(const Vector<NodeOperation *> &operations,
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const Vector<ExecutionGroup *> &groups)
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{
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operations_ = operations;
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groups_ = groups;
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}
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void ExecutionSystem::execute()
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{
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DebugInfo::execute_started(this);
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for (NodeOperation *op : operations_) {
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op->init_data();
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}
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execution_model_->execute(*this);
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profiler_data_ = execution_model_->get_profiler_data();
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}
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void ExecutionSystem::execute_work(const rcti &work_rect,
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std::function<void(const rcti &split_rect)> work_func)
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{
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if (is_breaked()) {
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return;
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}
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/* Split work vertically to maximize continuous memory. */
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const int work_height = BLI_rcti_size_y(&work_rect);
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const int num_sub_works = std::min(num_work_threads_, work_height);
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const int split_height = num_sub_works == 0 ? 0 : work_height / num_sub_works;
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int remaining_height = work_height - split_height * num_sub_works;
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Vector<WorkPackage> sub_works(num_sub_works);
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int sub_work_y = work_rect.ymin;
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int num_sub_works_finished = 0;
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for (int i = 0; i < num_sub_works; i++) {
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int sub_work_height = split_height;
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/* Distribute remaining height between sub-works. */
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if (remaining_height > 0) {
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sub_work_height++;
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remaining_height--;
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}
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WorkPackage &sub_work = sub_works[i];
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sub_work.type = eWorkPackageType::CustomFunction;
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sub_work.execute_fn = [=, &work_func, &work_rect]() {
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if (is_breaked()) {
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return;
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}
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rcti split_rect;
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BLI_rcti_init(
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&split_rect, work_rect.xmin, work_rect.xmax, sub_work_y, sub_work_y + sub_work_height);
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work_func(split_rect);
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};
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sub_work.executed_fn = [&]() {
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BLI_mutex_lock(&work_mutex_);
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num_sub_works_finished++;
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if (num_sub_works_finished == num_sub_works) {
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BLI_condition_notify_one(&work_finished_cond_);
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}
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BLI_mutex_unlock(&work_mutex_);
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};
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WorkScheduler::schedule(&sub_work);
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sub_work_y += sub_work_height;
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}
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BLI_assert(sub_work_y == work_rect.ymax);
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WorkScheduler::finish();
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/* Ensure all sub-works finished.
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* TODO: This a workaround for WorkScheduler::finish() not waiting all works on queue threading
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* model. Sync code should be removed once it's fixed. */
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BLI_mutex_lock(&work_mutex_);
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if (num_sub_works_finished < num_sub_works) {
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BLI_condition_wait(&work_finished_cond_, &work_mutex_);
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}
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BLI_mutex_unlock(&work_mutex_);
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}
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bool ExecutionSystem::is_breaked() const
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{
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const bNodeTree *btree = context_.get_bnodetree();
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return btree->runtime->test_break(btree->runtime->tbh);
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}
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} // namespace blender::compositor
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