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
27 lines
1022 B
C++
27 lines
1022 B
C++
#include "COM_MultiThreadedOperation.h"
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#include "COM_ExecutionSystem.h"
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namespace blender::compositor {
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MultiThreadedOperation::MultiThreadedOperation()
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{
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m_num_passes = 1;
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flags.is_fullframe_operation = true;
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}
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void MultiThreadedOperation::update_memory_buffer(MemoryBuffer *output,
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const rcti &output_area,
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blender::Span<MemoryBuffer *> inputs,
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ExecutionSystem &exec_system)
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{
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for (int current_pass = 0; current_pass < m_num_passes; current_pass++) {
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update_memory_buffer_started(output, output_area, inputs, exec_system, current_pass);
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exec_system.execute_work(output_area, [=, &exec_system](const rcti &split_rect) {
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update_memory_buffer_partial(output, split_rect, inputs, exec_system, current_pass);
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});
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update_memory_buffer_finished(output, output_area, inputs, exec_system, current_pass);
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}
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}
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} // namespace blender::compositor
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