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authorJames Monteath <james@blender.org>2021-06-01 16:07:46 +0300
committerJeroen Bakker <jeroen@blender.org>2021-06-01 16:18:11 +0300
commit8a63466ca3380479a92a65b670a074277d9a8671 (patch)
treece89d6a394431a36770de9bb4421a41962862194 /source/blender/compositor/intern/COM_FullFrameExecutionModel.cc
parentee54a8ace753a56236f5d1d647da7a40904af6b3 (diff)
parent6899dcab5339d1f17dd2ea665a38e4ab28ab23fc (diff)
BuildBot: Cleanup
Removing scripts that were placed in the source tree that would drive the old buildbot. With the new buildbot in place these scripts aren't being used anymore. The buildbit is currently driven by `build_files/config/pipeline_config.json`. In the near future make update would also use this config. Overview of the new buildbot: https://wiki.blender.org/wiki/Infrastructure/BuildBot Work done by James Monteath.
Diffstat (limited to 'source/blender/compositor/intern/COM_FullFrameExecutionModel.cc')
-rw-r--r--source/blender/compositor/intern/COM_FullFrameExecutionModel.cc327
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diff --git a/source/blender/compositor/intern/COM_FullFrameExecutionModel.cc b/source/blender/compositor/intern/COM_FullFrameExecutionModel.cc
new file mode 100644
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+++ b/source/blender/compositor/intern/COM_FullFrameExecutionModel.cc
@@ -0,0 +1,327 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Copyright 2021, Blender Foundation.
+ */
+
+#include "COM_FullFrameExecutionModel.h"
+#include "COM_Debug.h"
+#include "COM_ExecutionGroup.h"
+#include "COM_ReadBufferOperation.h"
+#include "COM_WorkScheduler.h"
+
+#include "BLT_translation.h"
+
+#ifdef WITH_CXX_GUARDEDALLOC
+# include "MEM_guardedalloc.h"
+#endif
+
+namespace blender::compositor {
+
+FullFrameExecutionModel::FullFrameExecutionModel(CompositorContext &context,
+ SharedOperationBuffers &shared_buffers,
+ Span<NodeOperation *> operations)
+ : ExecutionModel(context, operations),
+ active_buffers_(shared_buffers),
+ num_operations_finished_(0),
+ work_mutex_(),
+ work_finished_cond_()
+{
+ priorities_.append(eCompositorPriority::High);
+ if (!context.isFastCalculation()) {
+ priorities_.append(eCompositorPriority::Medium);
+ priorities_.append(eCompositorPriority::Low);
+ }
+
+ BLI_mutex_init(&work_mutex_);
+ BLI_condition_init(&work_finished_cond_);
+}
+
+FullFrameExecutionModel::~FullFrameExecutionModel()
+{
+ BLI_condition_end(&work_finished_cond_);
+ BLI_mutex_end(&work_mutex_);
+}
+
+void FullFrameExecutionModel::execute(ExecutionSystem &exec_system)
+{
+ const bNodeTree *node_tree = this->context_.getbNodeTree();
+ node_tree->stats_draw(node_tree->sdh, TIP_("Compositing | Initializing execution"));
+
+ DebugInfo::graphviz(&exec_system);
+
+ determine_areas_to_render_and_reads();
+ render_operations(exec_system);
+}
+
+void FullFrameExecutionModel::determine_areas_to_render_and_reads()
+{
+ const bool is_rendering = context_.isRendering();
+ const bNodeTree *node_tree = context_.getbNodeTree();
+
+ rcti area;
+ for (eCompositorPriority priority : priorities_) {
+ for (NodeOperation *op : operations_) {
+ op->setbNodeTree(node_tree);
+ if (op->isOutputOperation(is_rendering) && op->getRenderPriority() == priority) {
+ get_output_render_area(op, area);
+ determine_areas_to_render(op, area);
+ determine_reads(op);
+ }
+ }
+ }
+}
+
+void FullFrameExecutionModel::ensure_inputs_rendered(NodeOperation *op,
+ ExecutionSystem &exec_system)
+{
+ const int num_inputs = op->getNumberOfInputSockets();
+ for (int i = 0; i < num_inputs; i++) {
+ NodeOperation *input_op = op->get_input_operation(i);
+ if (!active_buffers_.is_operation_rendered(input_op)) {
+ render_operation(input_op, exec_system);
+ }
+ }
+}
+
+Vector<MemoryBuffer *> FullFrameExecutionModel::get_input_buffers(NodeOperation *op)
+{
+ const int num_inputs = op->getNumberOfInputSockets();
+ Vector<MemoryBuffer *> inputs_buffers(num_inputs);
+ for (int i = 0; i < num_inputs; i++) {
+ NodeOperation *input_op = op->get_input_operation(i);
+ inputs_buffers[i] = active_buffers_.get_rendered_buffer(input_op);
+ }
+ return inputs_buffers;
+}
+
+MemoryBuffer *FullFrameExecutionModel::create_operation_buffer(NodeOperation *op)
+{
+ rcti op_rect;
+ BLI_rcti_init(&op_rect, 0, op->getWidth(), 0, op->getHeight());
+
+ const DataType data_type = op->getOutputSocket(0)->getDataType();
+ /* TODO: We should check if the operation is constant instead of is_set_operation. Finding a way
+ * to know if an operation is constant has to be implemented yet. */
+ const bool is_a_single_elem = op->get_flags().is_set_operation;
+ return new MemoryBuffer(data_type, op_rect, is_a_single_elem);
+}
+
+void FullFrameExecutionModel::render_operation(NodeOperation *op, ExecutionSystem &exec_system)
+{
+ if (active_buffers_.is_operation_rendered(op)) {
+ return;
+ }
+
+ ensure_inputs_rendered(op, exec_system);
+ Vector<MemoryBuffer *> input_bufs = get_input_buffers(op);
+
+ const bool has_outputs = op->getNumberOfOutputSockets() > 0;
+ MemoryBuffer *op_buf = has_outputs ? create_operation_buffer(op) : nullptr;
+ Span<rcti> areas = active_buffers_.get_areas_to_render(op);
+ op->render(op_buf, areas, input_bufs, exec_system);
+ active_buffers_.set_rendered_buffer(op, std::unique_ptr<MemoryBuffer>(op_buf));
+
+ operation_finished(op);
+}
+
+/**
+ * Render output operations in order of priority.
+ */
+void FullFrameExecutionModel::render_operations(ExecutionSystem &exec_system)
+{
+ const bool is_rendering = context_.isRendering();
+
+ WorkScheduler::start(this->context_);
+ for (eCompositorPriority priority : priorities_) {
+ for (NodeOperation *op : operations_) {
+ if (op->isOutputOperation(is_rendering) && op->getRenderPriority() == priority) {
+ render_operation(op, exec_system);
+ }
+ }
+ }
+ WorkScheduler::stop();
+}
+
+/**
+ * Determines all input operations areas needed to render given operation area.
+ * \param operation: Renderer operation.
+ * \param render_area: Area within given operation bounds to render.
+ */
+void FullFrameExecutionModel::determine_areas_to_render(NodeOperation *operation,
+ const rcti &render_area)
+{
+ if (active_buffers_.is_area_registered(operation, render_area)) {
+ return;
+ }
+
+ active_buffers_.register_area(operation, render_area);
+
+ const int num_inputs = operation->getNumberOfInputSockets();
+ for (int i = 0; i < num_inputs; i++) {
+ NodeOperation *input_op = operation->get_input_operation(i);
+ rcti input_op_rect, input_area;
+ BLI_rcti_init(&input_op_rect, 0, input_op->getWidth(), 0, input_op->getHeight());
+ operation->get_area_of_interest(input_op, render_area, input_area);
+
+ /* Ensure area of interest is within operation bounds, cropping areas outside. */
+ BLI_rcti_isect(&input_area, &input_op_rect, &input_area);
+
+ determine_areas_to_render(input_op, input_area);
+ }
+}
+
+/**
+ * Determines the reads given operation and its inputs will receive (i.e: Number of dependent
+ * operations each operation has).
+ */
+void FullFrameExecutionModel::determine_reads(NodeOperation *operation)
+{
+ if (active_buffers_.has_registered_reads(operation)) {
+ return;
+ }
+
+ const int num_inputs = operation->getNumberOfInputSockets();
+ for (int i = 0; i < num_inputs; i++) {
+ NodeOperation *input_op = operation->get_input_operation(i);
+ determine_reads(input_op);
+ active_buffers_.register_read(input_op);
+ }
+}
+
+/**
+ * Calculates given output operation area to be rendered taking into account viewer and render
+ * borders.
+ */
+void FullFrameExecutionModel::get_output_render_area(NodeOperation *output_op, rcti &r_area)
+{
+ BLI_assert(output_op->isOutputOperation(context_.isRendering()));
+
+ /* By default return operation bounds (no border). */
+ const int op_width = output_op->getWidth();
+ const int op_height = output_op->getHeight();
+ BLI_rcti_init(&r_area, 0, op_width, 0, op_height);
+
+ const bool has_viewer_border = border_.use_viewer_border &&
+ (output_op->get_flags().is_viewer_operation ||
+ output_op->get_flags().is_preview_operation);
+ const bool has_render_border = border_.use_render_border;
+ if (has_viewer_border || has_render_border) {
+ /* Get border with normalized coordinates. */
+ const rctf *norm_border = has_viewer_border ? border_.viewer_border : border_.render_border;
+
+ /* Return de-normalized border. */
+ BLI_rcti_init(&r_area,
+ norm_border->xmin * op_width,
+ norm_border->xmax * op_width,
+ norm_border->ymin * op_height,
+ norm_border->ymax * op_height);
+ }
+}
+
+/**
+ * Multi-threadedly execute given work function passing work_rect splits as argument.
+ */
+void FullFrameExecutionModel::execute_work(const rcti &work_rect,
+ std::function<void(const rcti &split_rect)> work_func)
+{
+ if (is_breaked()) {
+ return;
+ }
+
+ /* Split work vertically to maximize continuous memory. */
+ const int work_height = BLI_rcti_size_y(&work_rect);
+ const int num_sub_works = MIN2(WorkScheduler::get_num_cpu_threads(), work_height);
+ const int split_height = num_sub_works == 0 ? 0 : work_height / num_sub_works;
+ int remaining_height = work_height - split_height * num_sub_works;
+
+ Vector<WorkPackage> sub_works(num_sub_works);
+ int sub_work_y = work_rect.ymin;
+ int num_sub_works_finished = 0;
+ for (int i = 0; i < num_sub_works; i++) {
+ int sub_work_height = split_height;
+
+ /* Distribute remaining height between sub-works. */
+ if (remaining_height > 0) {
+ sub_work_height++;
+ remaining_height--;
+ }
+
+ WorkPackage &sub_work = sub_works[i];
+ sub_work.type = eWorkPackageType::CustomFunction;
+ sub_work.execute_fn = [=, &work_func, &work_rect]() {
+ if (is_breaked()) {
+ return;
+ }
+ rcti split_rect;
+ BLI_rcti_init(
+ &split_rect, work_rect.xmin, work_rect.xmax, sub_work_y, sub_work_y + sub_work_height);
+ work_func(split_rect);
+ };
+ sub_work.executed_fn = [&]() {
+ BLI_mutex_lock(&work_mutex_);
+ num_sub_works_finished++;
+ if (num_sub_works_finished == num_sub_works) {
+ BLI_condition_notify_one(&work_finished_cond_);
+ }
+ BLI_mutex_unlock(&work_mutex_);
+ };
+ WorkScheduler::schedule(&sub_work);
+ sub_work_y += sub_work_height;
+ }
+ BLI_assert(sub_work_y == work_rect.ymax);
+
+ WorkScheduler::finish();
+
+ /* Ensure all sub-works finished.
+ * TODO: This a workaround for WorkScheduler::finish() not waiting all works on queue threading
+ * model. Sync code should be removed once it's fixed. */
+ BLI_mutex_lock(&work_mutex_);
+ if (num_sub_works_finished < num_sub_works) {
+ BLI_condition_wait(&work_finished_cond_, &work_mutex_);
+ }
+ BLI_mutex_unlock(&work_mutex_);
+}
+
+void FullFrameExecutionModel::operation_finished(NodeOperation *operation)
+{
+ /* Report inputs reads so that buffers may be freed/reused. */
+ const int num_inputs = operation->getNumberOfInputSockets();
+ for (int i = 0; i < num_inputs; i++) {
+ active_buffers_.read_finished(operation->get_input_operation(i));
+ }
+
+ num_operations_finished_++;
+ update_progress_bar();
+}
+
+void FullFrameExecutionModel::update_progress_bar()
+{
+ const bNodeTree *tree = context_.getbNodeTree();
+ if (tree) {
+ const float progress = num_operations_finished_ / static_cast<float>(operations_.size());
+ tree->progress(tree->prh, progress);
+
+ char buf[128];
+ BLI_snprintf(buf,
+ sizeof(buf),
+ TIP_("Compositing | Operation %i-%li"),
+ num_operations_finished_ + 1,
+ operations_.size());
+ tree->stats_draw(tree->sdh, buf);
+ }
+}
+
+} // namespace blender::compositor