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authorClément Foucault <foucault.clem@gmail.com>2020-07-15 15:18:30 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-07-15 15:23:35 +0300
commite8f8c13d4b76ba587ef7cf33370b286d4fbd36bc (patch)
tree371472ae220ad8740b310aaa8f4c5746448302c5 /intern/cycles/render/denoising.cpp
parent0c062a9e082130212447c2b67e8e16b8a2e622d1 (diff)
parent44bb73e765a6f79bc14a46449368f83e572d8bad (diff)
PointCloud: Initial rendering support for Workbenchtmp-pointcloud-render
Also includes outline overlays. Removes the temp overlay drawing We make the geometry follow camera like billboards this uses less geometry. Currently we use half octahedron for now. Goal would be to use icospheres. This patch also optimize the case when pointcloud has uniform radius. However we should premultiply the radius prop by the default radius beforehand to avoid a multiplication on CPU. Differential Revision: https://developer.blender.org/D8301
Diffstat (limited to 'intern/cycles/render/denoising.cpp')
-rw-r--r--intern/cycles/render/denoising.cpp64
1 files changed, 35 insertions, 29 deletions
diff --git a/intern/cycles/render/denoising.cpp b/intern/cycles/render/denoising.cpp
index 4055bc4773b..76408ca4849 100644
--- a/intern/cycles/render/denoising.cpp
+++ b/intern/cycles/render/denoising.cpp
@@ -271,42 +271,45 @@ bool DenoiseTask::acquire_tile(Device *device, Device *tile_device, RenderTile &
*
* However, since there is only one large memory, the denoised result has to be written to
* a different buffer to avoid having to copy an entire horizontal slice of the image. */
-void DenoiseTask::map_neighboring_tiles(RenderTile *tiles, Device *tile_device)
+void DenoiseTask::map_neighboring_tiles(RenderTileNeighbors &neighbors, Device *tile_device)
{
+ RenderTile &center_tile = neighbors.tiles[RenderTileNeighbors::CENTER];
+ RenderTile &target_tile = neighbors.target;
+
/* Fill tile information. */
- for (int i = 0; i < 9; i++) {
- if (i == 4) {
+ for (int i = 0; i < RenderTileNeighbors::SIZE; i++) {
+ if (i == RenderTileNeighbors::CENTER) {
continue;
}
+ RenderTile &tile = neighbors.tiles[i];
int dx = (i % 3) - 1;
int dy = (i / 3) - 1;
- tiles[i].x = clamp(tiles[4].x + dx * denoiser->tile_size.x, 0, image.width);
- tiles[i].w = clamp(tiles[4].x + (dx + 1) * denoiser->tile_size.x, 0, image.width) - tiles[i].x;
- tiles[i].y = clamp(tiles[4].y + dy * denoiser->tile_size.y, 0, image.height);
- tiles[i].h = clamp(tiles[4].y + (dy + 1) * denoiser->tile_size.y, 0, image.height) -
- tiles[i].y;
+ tile.x = clamp(center_tile.x + dx * denoiser->tile_size.x, 0, image.width);
+ tile.w = clamp(center_tile.x + (dx + 1) * denoiser->tile_size.x, 0, image.width) - tile.x;
+ tile.y = clamp(center_tile.y + dy * denoiser->tile_size.y, 0, image.height);
+ tile.h = clamp(center_tile.y + (dy + 1) * denoiser->tile_size.y, 0, image.height) - tile.y;
- tiles[i].buffer = tiles[4].buffer;
- tiles[i].offset = tiles[4].offset;
- tiles[i].stride = image.width;
+ tile.buffer = center_tile.buffer;
+ tile.offset = center_tile.offset;
+ tile.stride = image.width;
}
/* Allocate output buffer. */
device_vector<float> *output_mem = new device_vector<float>(
tile_device, "denoising_output", MEM_READ_WRITE);
- output_mem->alloc(OUTPUT_NUM_CHANNELS * tiles[4].w * tiles[4].h);
+ output_mem->alloc(OUTPUT_NUM_CHANNELS * center_tile.w * center_tile.h);
/* Fill output buffer with noisy image, assumed by kernel_filter_finalize
* when skipping denoising of some pixels. */
float *result = output_mem->data();
- float *in = &image.pixels[image.num_channels * (tiles[4].y * image.width + tiles[4].x)];
+ float *in = &image.pixels[image.num_channels * (center_tile.y * image.width + center_tile.x)];
const DenoiseImageLayer &layer = image.layers[current_layer];
const int *input_to_image_channel = layer.input_to_image_channel.data();
- for (int y = 0; y < tiles[4].h; y++) {
- for (int x = 0; x < tiles[4].w; x++, result += OUTPUT_NUM_CHANNELS) {
+ for (int y = 0; y < center_tile.h; y++) {
+ for (int x = 0; x < center_tile.w; x++, result += OUTPUT_NUM_CHANNELS) {
for (int i = 0; i < OUTPUT_NUM_CHANNELS; i++) {
result[i] = in[image.num_channels * x + input_to_image_channel[INPUT_NOISY_IMAGE + i]];
}
@@ -317,35 +320,38 @@ void DenoiseTask::map_neighboring_tiles(RenderTile *tiles, Device *tile_device)
output_mem->copy_to_device();
/* Fill output tile info. */
- tiles[9] = tiles[4];
- tiles[9].buffer = output_mem->device_pointer;
- tiles[9].stride = tiles[9].w;
- tiles[9].offset -= tiles[9].x + tiles[9].y * tiles[9].stride;
+ target_tile = center_tile;
+ target_tile.buffer = output_mem->device_pointer;
+ target_tile.stride = target_tile.w;
+ target_tile.offset -= target_tile.x + target_tile.y * target_tile.stride;
thread_scoped_lock output_lock(output_mutex);
- assert(output_pixels.count(tiles[4].tile_index) == 0);
- output_pixels[tiles[9].tile_index] = output_mem;
+ assert(output_pixels.count(center_tile.tile_index) == 0);
+ output_pixels[target_tile.tile_index] = output_mem;
}
-void DenoiseTask::unmap_neighboring_tiles(RenderTile *tiles)
+void DenoiseTask::unmap_neighboring_tiles(RenderTileNeighbors &neighbors)
{
+ RenderTile &center_tile = neighbors.tiles[RenderTileNeighbors::CENTER];
+ RenderTile &target_tile = neighbors.target;
+
thread_scoped_lock output_lock(output_mutex);
- assert(output_pixels.count(tiles[4].tile_index) == 1);
- device_vector<float> *output_mem = output_pixels[tiles[9].tile_index];
- output_pixels.erase(tiles[4].tile_index);
+ assert(output_pixels.count(center_tile.tile_index) == 1);
+ device_vector<float> *output_mem = output_pixels[target_tile.tile_index];
+ output_pixels.erase(center_tile.tile_index);
output_lock.unlock();
/* Copy denoised pixels from device. */
- output_mem->copy_from_device(0, OUTPUT_NUM_CHANNELS * tiles[9].w, tiles[9].h);
+ output_mem->copy_from_device(0, OUTPUT_NUM_CHANNELS * target_tile.w, target_tile.h);
float *result = output_mem->data();
- float *out = &image.pixels[image.num_channels * (tiles[9].y * image.width + tiles[9].x)];
+ float *out = &image.pixels[image.num_channels * (target_tile.y * image.width + target_tile.x)];
const DenoiseImageLayer &layer = image.layers[current_layer];
const int *output_to_image_channel = layer.output_to_image_channel.data();
- for (int y = 0; y < tiles[9].h; y++) {
- for (int x = 0; x < tiles[9].w; x++, result += OUTPUT_NUM_CHANNELS) {
+ for (int y = 0; y < target_tile.h; y++) {
+ for (int x = 0; x < target_tile.w; x++, result += OUTPUT_NUM_CHANNELS) {
for (int i = 0; i < OUTPUT_NUM_CHANNELS; i++) {
out[image.num_channels * x + output_to_image_channel[i]] = result[i];
}