This patch adds the base code needed to make the full-frame system work for both current tiled/per-pixel implementation of operations and full-frame. Two execution models: - Tiled: Current implementation. Renders execution groups in tiles from outputs to input. Not all operations are buffered. Runs the tiled/per-pixel implementation. - FullFrame: All operations are buffered. Fully renders operations from inputs to outputs. Runs full-frame implementation of operations if available otherwise the current tiled/per-pixel. Creates output buffers on first read and free them as soon as all its readers have finished, reducing peak memory usage of complex/long trees. Operations are multi-threaded but do not run in parallel as Tiled (will be done in another patch). This should allow us to convert operations to full-frame in small steps with the system already working and solve the problem of high memory usage. FullFrame breaking changes respect Tiled system, mainly: - Translate, Rotate, Scale, and Transform take effect immediately instead of next buffered operation. - Any sampling is always done over inputs instead of last buffered operation. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D11113
90 lines
2.7 KiB
C++
90 lines
2.7 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2021, Blender Foundation.
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*/
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#pragma once
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#include "COM_ExecutionModel.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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/* Forward declarations. */
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class ExecutionGroup;
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/**
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* Fully renders operations in order from inputs to outputs.
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*/
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class FullFrameExecutionModel : public ExecutionModel {
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private:
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/**
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* Contains operations active buffers data. Buffers will be disposed once reader operations are
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* finished.
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*/
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SharedOperationBuffers &active_buffers_;
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/**
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* Number of operations finished.
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*/
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int num_operations_finished_;
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/**
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* Order of priorities for output operations execution.
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*/
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Vector<eCompositorPriority> priorities_;
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ThreadMutex work_mutex_;
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ThreadCondition work_finished_cond_;
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public:
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FullFrameExecutionModel(CompositorContext &context,
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SharedOperationBuffers &shared_buffers,
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Span<NodeOperation *> operations);
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~FullFrameExecutionModel();
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void execute(ExecutionSystem &exec_system) override;
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void execute_work(const rcti &work_rect,
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std::function<void(const rcti &split_rect)> work_func) override;
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private:
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void determine_areas_to_render_and_reads();
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void render_operations(ExecutionSystem &exec_system);
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void ensure_inputs_rendered(NodeOperation *op, ExecutionSystem &exec_system);
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Vector<MemoryBuffer *> get_input_buffers(NodeOperation *op);
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MemoryBuffer *create_operation_buffer(NodeOperation *op);
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void render_operation(NodeOperation *op, ExecutionSystem &exec_system);
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void operation_finished(NodeOperation *operation);
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void get_output_render_area(NodeOperation *output_op, rcti &r_area);
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void determine_areas_to_render(NodeOperation *operation, const rcti &render_area);
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void determine_reads(NodeOperation *operation);
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void update_progress_bar();
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("COM:FullFrameExecutionModel")
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#endif
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};
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} // namespace blender::compositor
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