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authorCampbell Barton <ideasman42@gmail.com>2019-04-30 11:01:25 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-05-01 00:58:27 +0300
commit163fb251b901f13940d6350d36e9fa46a2fbd73d (patch)
tree75488bb222f91a67a2593dd66fd9012f50ab1050 /source/blender
parent1e8697cd8094183a3f356bf8564284a31ffb89fc (diff)
Cleanup: comments (long lines) in compositor
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/compositor/COM_compositor.h121
1 files changed, 77 insertions, 44 deletions
diff --git a/source/blender/compositor/COM_compositor.h b/source/blender/compositor/COM_compositor.h
index 9046a5e5dc3..55f68f2b5c1 100644
--- a/source/blender/compositor/COM_compositor.h
+++ b/source/blender/compositor/COM_compositor.h
@@ -26,6 +26,8 @@ extern "C" {
#include "DNA_color_types.h"
#include "DNA_node_types.h"
+/* Keep ascii art. */
+/* clang-format off */
/**
* \defgroup Model The data model of the compositor
* \defgroup Memory The memory management stuff
@@ -37,7 +39,8 @@ extern "C" {
* \page Introduction of the Blender Compositor
*
* \section bcomp Blender compositor
- * This project redesigns the internals of Blender's compositor. The project has been executed in 2011 by At Mind.
+ * This project redesigns the internals of Blender's compositor.
+ * The project has been executed in 2011 by At Mind.
* At Mind is a technology company located in Amsterdam, The Netherlands.
* The project has been crowd-funded. This code has been released under GPL2 to be used in Blender.
*
@@ -47,21 +50,24 @@ extern "C" {
* - Make the compositor work faster for you (workflow)
*
* \section speed Faster compositor
- * The speedup has been done by making better use of the hardware Blenders is working on. The previous compositor only
- * used a single threaded model to calculate a node. The only exception to this is the Defocus node.
+ * The speedup has been done by making better use of the hardware Blenders is working on.
+ * The previous compositor only used a single threaded model to calculate a node.
+ * The only exception to this is the Defocus node.
* Only when it is possible to calculate two full nodes in parallel a second thread was used.
* Current workstations have 8-16 threads available, and most of the time these are idle.
*
- * In the new compositor we want to use as much of threads as possible. Even new OpenCL capable GPU-hardware can be
- * used for calculation.
+ * In the new compositor we want to use as much of threads as possible.
+ * Even new OpenCL capable GPU-hardware can be used for calculation.
*
* \section workflow Work faster
- * The previous compositor only showed the final image. The compositor could wait a long time before seeing the result
- * of his work. The new compositor will work in a way that it will focus on getting information back to the user.
- * It will prioritize its work to get earlier user feedback.
+ * The previous compositor only showed the final image.
+ * The compositor could wait a long time before seeing the result of his work.
+ * The new compositor will work in a way that it will focus on
+ * getting information back to the user. It will prioritize its work to get earlier user feedback.
*
* \page memory Memory model
- * The main issue is the type of memory model to use. Blender is used by consumers and professionals.
+ * The main issue is the type of memory model to use.
+ * Blender is used by consumers and professionals.
* Ranging from low-end machines to very high-end machines.
* The system should work on high-end machines and on low-end machines.
* \page executing Executing
@@ -74,11 +80,15 @@ extern "C" {
* this all is controlled from \see ExecutionSystem.execute
*
* \section priority Render priority
- * Render priority is an priority of an output node. A user has a different need of Render priorities of output nodes
+ * Render priority is an priority of an output node.
+ * A user has a different need of Render priorities of output nodes
* than during editing.
- * for example. the Active ViewerNode has top priority during editing, but during rendering a CompositeNode has.
- * All NodeOperation has a setting for their render-priority, but only for output NodeOperation these have effect.
- * In ExecutionSystem.execute all priorities are checked. For every priority the ExecutionGroup's are check if the
+ * for example. the Active ViewerNode has top priority during editing,
+ * but during rendering a CompositeNode has.
+ * All NodeOperation has a setting for their render-priority,
+ * but only for output NodeOperation these have effect.
+ * In ExecutionSystem.execute all priorities are checked.
+ * For every priority the ExecutionGroup's are check if the
* priority do match.
* When match the ExecutionGroup will be executed (this happens in serial)
*
@@ -89,27 +99,35 @@ extern "C" {
* \section order Chunk order
*
* When a ExecutionGroup is executed, first the order of chunks are determined.
- * The settings are stored in the ViewerNode inside the ExecutionGroup. ExecutionGroups that have no viewer-node,
+ * The settings are stored in the ViewerNode inside the ExecutionGroup.
+ * ExecutionGroups that have no viewer-node,
* will use a default one.
* There are several possible chunk orders
- * - [@ref OrderOfChunks.COM_TO_CENTER_OUT]: Start calculating from a configurable point and order by nearest chunk
- * - [@ref OrderOfChunks.COM_TO_RANDOM]: Randomize all chunks.
- * - [@ref OrderOfChunks.COM_TO_TOP_DOWN]: Start calculation from the bottom to the top of the image
- * - [@ref OrderOfChunks.COM_TO_RULE_OF_THIRDS]: Experimental order based on 9 hot-spots in the image
+ * - [@ref OrderOfChunks.COM_TO_CENTER_OUT]:
+ * Start calculating from a configurable point and order by nearest chunk.
+ * - [@ref OrderOfChunks.COM_TO_RANDOM]:
+ * Randomize all chunks.
+ * - [@ref OrderOfChunks.COM_TO_TOP_DOWN]:
+ * Start calculation from the bottom to the top of the image.
+ * - [@ref OrderOfChunks.COM_TO_RULE_OF_THIRDS]:
+ * Experimental order based on 9 hot-spots in the image.
*
* When the chunk-order is determined, the first few chunks will be checked if they can be scheduled.
* Chunks can have three states:
- * - [@ref ChunkExecutionState.COM_ES_NOT_SCHEDULED]: Chunk is not yet scheduled, or dependencies are not met
- * - [@ref ChunkExecutionState.COM_ES_SCHEDULED]: All dependencies are met, chunk is scheduled, but not finished
- * - [@ref ChunkExecutionState.COM_ES_EXECUTED]: Chunk is finished
+ * - [@ref ChunkExecutionState.COM_ES_NOT_SCHEDULED]:
+ * Chunk is not yet scheduled, or dependencies are not met.
+ * - [@ref ChunkExecutionState.COM_ES_SCHEDULED]:
+ * All dependencies are met, chunk is scheduled, but not finished.
+ * - [@ref ChunkExecutionState.COM_ES_EXECUTED]:
+ * Chunk is finished.
*
* \see ExecutionGroup.execute
* \see ViewerOperation.getChunkOrder
* \see OrderOfChunks
*
* \section interest Area of interest
- * An ExecutionGroup can have dependencies to other ExecutionGroup's. Data passing from one ExecutionGroup to another
- * one are stored in 'chunks'.
+ * An ExecutionGroup can have dependencies to other ExecutionGroup's.
+ * Data passing from one ExecutionGroup to another one are stored in 'chunks'.
* If not all input chunks are available the chunk execution will not be scheduled.
* <pre>
* +-------------------------------------+ +--------------------------------------+
@@ -133,10 +151,12 @@ extern "C" {
* +---------------------------+
* </pre>
*
- * In the above example ExecutionGroup B has an outputoperation (ViewerOperation) and is being executed.
+ * In the above example ExecutionGroup B has an outputoperation (ViewerOperation)
+ * and is being executed.
* The first chunk is evaluated [@ref ExecutionGroup.scheduleChunkWhenPossible],
- * but not all input chunks are available. The relevant ExecutionGroup (that can calculate the missing chunks;
- * ExecutionGroup A) is asked to calculate the area ExecutionGroup B is missing.
+ * but not all input chunks are available.
+ * The relevant ExecutionGroup (that can calculate the missing chunks; ExecutionGroup A)
+ * is asked to calculate the area ExecutionGroup B is missing.
* [@ref ExecutionGroup.scheduleAreaWhenPossible]
* ExecutionGroup B checks what chunks the area spans, and tries to schedule these chunks.
* If all input data is available these chunks are scheduled [@ref ExecutionGroup.scheduleChunk]
@@ -200,47 +220,56 @@ extern "C" {
*
* </pre>
*
- * \see ExecutionGroup.execute Execute a complete ExecutionGroup. Halts until finished or breaked by user
+ * \see ExecutionGroup.execute Execute a complete ExecutionGroup.
+ * Halts until finished or breaked by user
* \see ExecutionGroup.scheduleChunkWhenPossible Tries to schedule a single chunk,
* checks if all input data is available. Can trigger dependent chunks to be calculated
- * \see ExecutionGroup.scheduleAreaWhenPossible Tries to schedule an area. This can be multiple chunks
+ * \see ExecutionGroup.scheduleAreaWhenPossible
+ * Tries to schedule an area. This can be multiple chunks
* (is called from [@ref ExecutionGroup.scheduleChunkWhenPossible])
* \see ExecutionGroup.scheduleChunk Schedule a chunk on the WorkScheduler
* \see NodeOperation.determineDependingAreaOfInterest Influence the area of interest of a chunk.
* \see WriteBufferOperation Operation to write to a MemoryProxy/MemoryBuffer
* \see ReadBufferOperation Operation to read from a MemoryProxy/MemoryBuffer
- * \see MemoryProxy proxy for information about memory image (a image consist out of multiple chunks)
+ * \see MemoryProxy proxy for information about memory image
+ * (a image consist out of multiple chunks)
* \see MemoryBuffer Allocated memory for a single chunk
*
* \section workscheduler WorkScheduler
- * the WorkScheduler is implemented as a static class. the responsibility of the WorkScheduler is to balance
- * WorkPackages to the available and free devices.
- * the work-scheduler can work in 2 states. For witching these between the state you need to recompile blender
+ * the WorkScheduler is implemented as a static class. the responsibility of the WorkScheduler
+ * is to balance WorkPackages to the available and free devices.
+ * the work-scheduler can work in 2 states.
+ * For witching these between the state you need to recompile blender
*
* \subsection multithread Multi threaded
* Default the work-scheduler will place all work as WorkPackage in a queue.
- * For every CPUcore a working thread is created. These working threads will ask the WorkScheduler if there is work
+ * For every CPUcore a working thread is created.
+ * These working threads will ask the WorkScheduler if there is work
* for a specific Device.
- * the work-scheduler will find work for the device and the device will be asked to execute the WorkPackage
+ * the work-scheduler will find work for the device and the device
+ * will be asked to execute the WorkPackage.
*
* \subsection singlethread Single threaded
- * For debugging reasons the multi-threading can be disabled. This is done by changing the COM_CURRENT_THREADING_MODEL
+ * For debugging reasons the multi-threading can be disabled.
+ * This is done by changing the COM_CURRENT_THREADING_MODEL
* to COM_TM_NOTHREAD. When compiling the work-scheduler
* will be changes to support no threading and run everything on the CPU.
*
* \section devices Devices
* A Device within the compositor context is a Hardware component that can used to calculate chunks.
* This chunk is encapsulated in a WorkPackage.
- * the WorkScheduler controls the devices and selects the device where a WorkPackage will be calculated.
+ * the WorkScheduler controls the devices and selects the device where a
+ * WorkPackage will be calculated.
*
* \subsection WS_Devices Workscheduler
- * The WorkScheduler controls all Devices. When initializing the compositor the WorkScheduler selects
- * all devices that will be used during compositor.
+ * The WorkScheduler controls all Devices.
+ * When initializing the compositor the WorkScheduler selects all
+ * devices that will be used during compositor.
* There are two types of Devices, CPUDevice and OpenCLDevice.
* When an ExecutionGroup schedules a Chunk the schedule method of the WorkScheduler
* The Workscheduler determines if the chunk can be run on an OpenCLDevice
- * (and that there are available OpenCLDevice). If this is the case the chunk will be added to the worklist for
- * OpenCLDevice's
+ * (and that there are available OpenCLDevice).
+ * If this is the case the chunk will be added to the worklist for OpenCLDevice's
* otherwise the chunk will be added to the worklist of CPUDevices.
*
* A thread will read the work-list and sends a workpackage to its device.
@@ -249,8 +278,8 @@ extern "C" {
* \see Device.execute method called to execute a chunk
*
* \subsection CPUDevice CPUDevice
- * When a CPUDevice gets a WorkPackage the Device will get the inputbuffer that is needed to calculate the chunk.
- * Allocation is already done by the ExecutionGroup.
+ * When a CPUDevice gets a WorkPackage the Device will get the inputbuffer that is needed to
+ * calculate the chunk. Allocation is already done by the ExecutionGroup.
* The outputbuffer of the chunk is being created.
* The OutputOperation of the ExecutionGroup is called to execute the area of the outputbuffer.
*
@@ -282,7 +311,8 @@ extern "C" {
* reference to the compositor editing tree
*
* \param rendering: [true false]
- * This parameter determines whether the function is called from rendering (true) or editing (false).
+ * This parameter determines whether the function is called from rendering
+ * (true) or editing (false).
* based on this setting the system will work differently:
* - during rendering only Composite & the File output node will be calculated
* \see NodeOperation.isOutputProgram(int rendering) of the specific operations
@@ -290,7 +320,8 @@ extern "C" {
* - during editing all output nodes will be calculated
* \see NodeOperation.isOutputProgram(int rendering) of the specific operations
*
- * - another quality setting can be used bNodeTree. The quality is determined by the bNodeTree fields.
+ * - another quality setting can be used bNodeTree.
+ * The quality is determined by the bNodeTree fields.
* quality can be modified by the user from within the node panels.
* \see bNodeTree.edit_quality
* \see bNodeTree.render_quality
@@ -309,6 +340,8 @@ extern "C" {
* should be checked further, probably it'll be also needed for preview
* generation in display space
*/
+/* clang-format off */
+
void COM_execute(RenderData *rd,
Scene *scene,
bNodeTree *editingtree,