/* * Copyright 2011, Blender Foundation. * * 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. */ #ifndef __TILE_H__ #define __TILE_H__ #include #include "buffers.h" #include "util_list.h" CCL_NAMESPACE_BEGIN /* Tile */ class Tile { public: int index; int x, y, w, h; int device; bool rendering; Tile() {} Tile(int index_, int x_, int y_, int w_, int h_, int device_) : index(index_), x(x_), y(y_), w(w_), h(h_), device(device_), rendering(false) {} }; /* Tile Manager */ class TileManager { public: BufferParams params; struct State { BufferParams buffer; int sample; int num_samples; int resolution_divider; int num_tiles; int num_rendered_tiles; list tiles; } state; TileManager(bool progressive, int num_samples, int2 tile_size, int start_resolution, bool preserve_tile_device, bool background, int tile_order, int num_devices = 1); ~TileManager(); void reset(BufferParams& params, int num_samples); void set_samples(int num_samples); bool next(); bool next_tile(Tile& tile, int device = 0); bool done(); void set_tile_order(int tile_order_) { tile_order = tile_order_; } protected: /* Note: this should match enum_tile_order in properties.py */ enum { CENTER = 0, RIGHT_TO_LEFT = 1, LEFT_TO_RIGHT = 2, TOP_TO_BOTTOM = 3, BOTTOM_TO_TOP = 4 } TileOrder; void set_tiles(); bool progressive; int num_samples; int2 tile_size; int tile_order; int start_resolution; int num_devices; /* in some cases it is important that the same tile will be returned for the same * device it was originally generated for (i.e. viewport rendering when buffer is * allocating once for tile and then always used by it) * * in other cases any tile could be handled by any device (i.e. final rendering * without progressive refine) */ bool preserve_tile_device; /* for background render tiles should exactly match render parts generated from * blender side, which means image first gets split into tiles and then tiles are * assigning to render devices * * however viewport rendering expects tiles to be allocated in a special way, * meaning image is being sliced horizontally first and every device handles * it's own slice */ bool background; /* splits image into tiles and assigns equal amount of tiles to every render device */ void gen_tiles_global(); /* slices image into as much pieces as how many devices are rendering this image */ void gen_tiles_sliced(); /* returns closest tile to center of rendered tiles * mimics behavior of blender internal's tile order */ list::iterator next_center_tile(int device); /* returns simple tile order */ list::iterator next_simple_tile(int device, int tile_order); /* returns first unhandled tile (for viewport) */ list::iterator next_viewport_tile(int device); }; CCL_NAMESPACE_END #endif /* __TILE_H__ */