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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-09-04 17:29:07 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-09-04 17:29:07 +0400
commitadea12cb01e4c4f18f345dfbbf49e9e622192e4e (patch)
treeb43018344c696e4d59437fabc7f17f5b9d6a8e80 /intern/cycles/device/device.cpp
parent68563134d4800be4eb46aa6b598fd719cdaf2980 (diff)
Cycles: merge of changes from tomato branch.
Regular rendering now works tiled, and supports save buffers to save memory during render and cache render results. Brick texture node by Thomas. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture Image texture Blended Box Mapping. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture http://mango.blender.org/production/blended_box/ Various bug fixes by Sergey and Campbell. * Fix for reading freed memory in some node setups. * Fix incorrect memory read when synchronizing mesh motion. * Fix crash appearing when direct light usage is different on different layers. * Fix for vector pass gives wrong result in some circumstances. * Fix for wrong resolution used for rendering Render Layer node. * Option to cancel rendering when doing initial synchronization. * No more texture limit when using CPU render. * Many fixes for new tiled rendering.
Diffstat (limited to 'intern/cycles/device/device.cpp')
-rw-r--r--intern/cycles/device/device.cpp59
1 files changed, 0 insertions, 59 deletions
diff --git a/intern/cycles/device/device.cpp b/intern/cycles/device/device.cpp
index 33040f287d1..9a4d364a9b8 100644
--- a/intern/cycles/device/device.cpp
+++ b/intern/cycles/device/device.cpp
@@ -33,65 +33,6 @@
CCL_NAMESPACE_BEGIN
-/* Device Task */
-
-DeviceTask::DeviceTask(Type type_)
-: type(type_), x(0), y(0), w(0), h(0), rng_state(0), rgba(0), buffer(0),
- sample(0), resolution(0),
- shader_input(0), shader_output(0),
- shader_eval_type(0), shader_x(0), shader_w(0)
-{
-}
-
-void DeviceTask::split_max_size(list<DeviceTask>& tasks, int max_size)
-{
- int num;
-
- if(type == SHADER) {
- num = (shader_w + max_size - 1)/max_size;
- }
- else {
- max_size = max(1, max_size/w);
- num = (h + max_size - 1)/max_size;
- }
-
- split(tasks, num);
-}
-
-void DeviceTask::split(list<DeviceTask>& tasks, int num)
-{
- if(type == SHADER) {
- num = min(shader_w, num);
-
- for(int i = 0; i < num; i++) {
- int tx = shader_x + (shader_w/num)*i;
- int tw = (i == num-1)? shader_w - i*(shader_w/num): shader_w/num;
-
- DeviceTask task = *this;
-
- task.shader_x = tx;
- task.shader_w = tw;
-
- tasks.push_back(task);
- }
- }
- else {
- num = min(h, num);
-
- for(int i = 0; i < num; i++) {
- int ty = y + (h/num)*i;
- int th = (i == num-1)? h - i*(h/num): h/num;
-
- DeviceTask task = *this;
-
- task.y = ty;
- task.h = th;
-
- tasks.push_back(task);
- }
- }
-}
-
/* Device */
void Device::pixels_alloc(device_memory& mem)