diff options
author | Ton Roosendaal <ton@blender.org> | 2006-01-29 14:36:33 +0300 |
---|---|---|
committer | Ton Roosendaal <ton@blender.org> | 2006-01-29 14:36:33 +0300 |
commit | 2f8708da0282c6abcdd6c2301b708dadc4ddb430 (patch) | |
tree | 069b1e741e6ddc7a6a566163f5378ddbf76684d6 /source/blender/render | |
parent | 9ccdad0d13bacba1d0c6995efe23bc77b7866050 (diff) |
Three-in-one commit:
- Compositor now is threaded
Enable it with the Scene buttons "Threads". This will handle over nodes to
individual threads to be calculated. However, if nodes depend on others
they have to wait. The current system only threads per entire node, not for
calculating results in parts.
I've reshuffled the node execution code to evaluate 'changed' events, and
prepare the entire tree to become simply parsed for open jobs with a call
to node = getExecutableNode()
By default, even without 'thread' option active, all node execution is
done within a separate thread.
Also fixed issues in yesterdays commit for 'event based' calculations, it
didn't do animated images, or execute (on rendering) the correct nodes
when you don't have Render-Result nodes included.
- Added generic Thread support in blenlib/ module
The renderer and the node system now both use same code for controlling the
threads. This has been moved to a new C file in blenlib/intern/threads.c.
Check this c file for an extensive doc and example how to use it.
The current implementation for Compositing allows unlimited amount of
threads. For rendering it is still tied to two threads, although it is
pretty easy to extend to 4 already. People with giant amounts of cpus can
poke me once for tests. :)
- Bugfix in creating group nodes
Group node definitions demand a clear separation of 'internal sockets' and
'external sockets'. The first are sockets being linked internally, the latter
are sockets exposed as sockets for the group itself.
When sockets were linked both internal and external, Blender crashed. It is
solved now by removing the external link(s).
Diffstat (limited to 'source/blender/render')
-rw-r--r-- | source/blender/render/intern/source/pipeline.c | 87 |
1 files changed, 12 insertions, 75 deletions
diff --git a/source/blender/render/intern/source/pipeline.c b/source/blender/render/intern/source/pipeline.c index d1099891264..5780b780b0f 100644 --- a/source/blender/render/intern/source/pipeline.c +++ b/source/blender/render/intern/source/pipeline.c @@ -45,6 +45,7 @@ #include "BLI_arithb.h" #include "BLI_blenlib.h" +#include "BLI_threads.h" #include "PIL_time.h" #include "IMB_imbuf.h" @@ -557,75 +558,7 @@ void RE_AddObject(Render *re, Object *ob) } -/* ********** basic thread control API ************ */ - -#define RE_MAX_THREAD 4 - -typedef struct ThreadSlot { - RenderPart *part; - SDL_Thread *sdlthread; - int avail; -} ThreadSlot; - -static ThreadSlot threadslots[RE_MAX_THREAD]; - -static void init_threadslots(int tot) -{ - int a; - - if(tot>RE_MAX_THREAD) tot= RE_MAX_THREAD; - else if(tot<1) tot= 1; - - for(a=0; a< RE_MAX_THREAD; a++) { - threadslots[a].part= NULL; - threadslots[a].sdlthread= NULL; - if(a<tot) - threadslots[a].avail= 1; - else - threadslots[a].avail= 0; - } -} - -static int available_threadslots(void) -{ - int a, counter=0; - for(a=0; a< RE_MAX_THREAD; a++) - if(threadslots[a].avail) - counter++; - return counter; -} - -/* prototype for functional below */ -static int do_part_thread(void *pa_v); - -static void insert_threadslot(RenderPart *pa) -{ - int a; - for(a=0; a< RE_MAX_THREAD; a++) { - if(threadslots[a].avail) { - pa->thread= a; - threadslots[a].avail= 0; - threadslots[a].part= pa; - threadslots[a].sdlthread= SDL_CreateThread(do_part_thread, pa); - break; - } - } -} - -static void remove_threadslot(RenderPart *pa) -{ - int a; - for(a=0; a< RE_MAX_THREAD; a++) { - if(threadslots[a].part==pa) { - threadslots[a].avail= 1; - threadslots[a].part= NULL; - SDL_WaitThread(threadslots[a].sdlthread, NULL); - threadslots[a].sdlthread= NULL; - } - } -} - -/* ********** basic thread control API ************ */ +/* *************************************** */ static int do_part_thread(void *pa_v) { @@ -726,6 +659,7 @@ static RenderPart *find_nicest_part(Render *re) static void threaded_tile_processor(Render *re) { + ListBase threads; RenderPart *pa; int maxthreads=2, rendering=1, counter= 1; @@ -735,7 +669,7 @@ static void threaded_tile_processor(Render *re) return; initparts(re); - init_threadslots(maxthreads); + BLI_init_threads(&threads, do_part_thread, maxthreads); /* assuming no new data gets added to dbase... */ R= *re; @@ -745,11 +679,12 @@ static void threaded_tile_processor(Render *re) while(rendering) { /* I noted that test_break() in a thread doesn't make ghost send ESC */ - if(available_threadslots() && !re->test_break()) { + if(BLI_available_threads(&threads) && !re->test_break()) { pa= find_nicest_part(re); if(pa) { - pa->nr= counter++; /* only for stats */ - insert_threadslot(pa); + pa->nr= counter++; /* for nicest part, and for stats */ + pa->thread= BLI_available_thread_index(&threads); /* sample index */ + BLI_insert_thread(&threads, pa); } } else @@ -760,7 +695,7 @@ static void threaded_tile_processor(Render *re) for(pa= re->parts.first; pa; pa= pa->next) { if(pa->ready) { if(pa->result) { - remove_threadslot(pa); /* do it here, not in thread */ + BLI_remove_thread(&threads, pa); re->display_draw(pa->result, NULL); free_render_result(pa->result); pa->result= NULL; @@ -771,13 +706,14 @@ static void threaded_tile_processor(Render *re) } /* on break, wait for all slots to get freed */ - if(re->test_break() && available_threadslots()==maxthreads) + if(re->test_break() && BLI_available_threads(&threads)==maxthreads) rendering= 0; } if(malloc_lock) SDL_DestroyMutex(malloc_lock); malloc_lock= NULL; + BLI_end_threads(&threads); freeparts(re); } @@ -849,6 +785,7 @@ static void do_render_final(Render *re, Scene *scene) } ntreeCompositTagRender(scene->nodetree); + ntreeCompositTagAnimated(scene->nodetree); if(re->r.scemode & R_DOCOMP) ntreeCompositExecTree(scene->nodetree, &re->r, 0); |