/* * Copyright 2011-2013 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef __SESSION_H__ #define __SESSION_H__ #include "buffers.h" #include "device.h" #include "shader.h" #include "tile.h" #include "util_progress.h" #include "util_stats.h" #include "util_thread.h" #include "util_vector.h" CCL_NAMESPACE_BEGIN class BufferParams; class Device; class DeviceScene; class DisplayBuffer; class Progress; class RenderBuffers; class Scene; /* Session Parameters */ class SessionParams { public: DeviceInfo device; bool background; bool progressive_refine; string output_path; bool progressive; bool experimental; int samples; int2 tile_size; TileOrder tile_order; int start_resolution; int threads; bool display_buffer_linear; double cancel_timeout; double reset_timeout; double text_timeout; double progressive_update_timeout; ShadingSystem shadingsystem; SessionParams() { background = false; progressive_refine = false; output_path = ""; progressive = false; experimental = false; samples = USHRT_MAX; tile_size = make_int2(64, 64); start_resolution = INT_MAX; threads = 0; display_buffer_linear = false; cancel_timeout = 0.1; reset_timeout = 0.1; text_timeout = 1.0; progressive_update_timeout = 1.0; shadingsystem = SHADINGSYSTEM_SVM; tile_order = TILE_CENTER; } bool modified(const SessionParams& params) { return !(device.type == params.device.type && device.id == params.device.id && background == params.background && progressive_refine == params.progressive_refine && output_path == params.output_path /* && samples == params.samples */ && progressive == params.progressive && experimental == params.experimental && tile_size == params.tile_size && start_resolution == params.start_resolution && threads == params.threads && display_buffer_linear == params.display_buffer_linear && cancel_timeout == params.cancel_timeout && reset_timeout == params.reset_timeout && text_timeout == params.text_timeout && progressive_update_timeout == params.progressive_update_timeout && tile_order == params.tile_order && shadingsystem == params.shadingsystem); } }; /* Session * * This is the class that contains the session thread, running the render * control loop and dispatching tasks. */ class Session { public: Device *device; Scene *scene; RenderBuffers *buffers; DisplayBuffer *display; Progress progress; SessionParams params; TileManager tile_manager; Stats stats; boost::function write_render_tile_cb; boost::function update_render_tile_cb; Session(const SessionParams& params); ~Session(); void start(); bool draw(BufferParams& params, DeviceDrawParams& draw_params); void wait(); bool ready_to_reset(); void reset(BufferParams& params, int samples); void set_samples(int samples); void set_pause(bool pause); void update_scene(); void load_kernels(); void device_free(); protected: struct DelayedReset { thread_mutex mutex; bool do_reset; BufferParams params; int samples; } delayed_reset; void run(); void update_status_time(bool show_pause = false, bool show_done = false); void tonemap(int sample); void path_trace(); void reset_(BufferParams& params, int samples); void run_cpu(); bool draw_cpu(BufferParams& params, DeviceDrawParams& draw_params); void reset_cpu(BufferParams& params, int samples); void run_gpu(); bool draw_gpu(BufferParams& params, DeviceDrawParams& draw_params); void reset_gpu(BufferParams& params, int samples); bool acquire_tile(Device *tile_device, RenderTile& tile); void update_tile_sample(RenderTile& tile); void release_tile(RenderTile& tile); void update_progress_sample(); bool device_use_gl; thread *session_thread; volatile bool display_outdated; volatile bool gpu_draw_ready; volatile bool gpu_need_tonemap; thread_condition_variable gpu_need_tonemap_cond; bool pause; thread_condition_variable pause_cond; thread_mutex pause_mutex; thread_mutex tile_mutex; thread_mutex buffers_mutex; thread_mutex display_mutex; bool kernels_loaded; double start_time; double reset_time; double preview_time; double paused_time; /* progressive refine */ double last_update_time; bool update_progressive_refine(bool cancel); vector tile_buffers; }; CCL_NAMESPACE_END #endif /* __SESSION_H__ */