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/*
* 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 2011, Blender Foundation.
*/
#include "COM_ExecutionSystem.h"
#include "COM_Debug.h"
#include "COM_ExecutionGroup.h"
#include "COM_FullFrameExecutionModel.h"
#include "COM_NodeOperation.h"
#include "COM_NodeOperationBuilder.h"
#include "COM_TiledExecutionModel.h"
#include "COM_WorkPackage.h"
#include "COM_WorkScheduler.h"
#ifdef WITH_CXX_GUARDEDALLOC
# include "MEM_guardedalloc.h"
#endif
namespace blender::compositor {
ExecutionSystem::ExecutionSystem(RenderData *rd,
Scene *scene,
bNodeTree *editingtree,
bool rendering,
bool fastcalculation,
const ColorManagedViewSettings *viewSettings,
const ColorManagedDisplaySettings *displaySettings,
const char *viewName)
{
num_work_threads_ = WorkScheduler::get_num_cpu_threads();
this->m_context.setViewName(viewName);
this->m_context.setScene(scene);
this->m_context.setbNodeTree(editingtree);
this->m_context.setPreviewHash(editingtree->previews);
this->m_context.setFastCalculation(fastcalculation);
/* initialize the CompositorContext */
if (rendering) {
this->m_context.setQuality((eCompositorQuality)editingtree->render_quality);
}
else {
this->m_context.setQuality((eCompositorQuality)editingtree->edit_quality);
}
this->m_context.setRendering(rendering);
this->m_context.setHasActiveOpenCLDevices(WorkScheduler::has_gpu_devices() &&
(editingtree->flag & NTREE_COM_OPENCL));
this->m_context.setRenderData(rd);
this->m_context.setViewSettings(viewSettings);
this->m_context.setDisplaySettings(displaySettings);
BLI_mutex_init(&work_mutex_);
BLI_condition_init(&work_finished_cond_);
{
NodeOperationBuilder builder(&m_context, editingtree, this);
builder.convertToOperations(this);
}
switch (m_context.get_execution_model()) {
case eExecutionModel::Tiled:
execution_model_ = new TiledExecutionModel(m_context, m_operations, m_groups);
break;
case eExecutionModel::FullFrame:
execution_model_ = new FullFrameExecutionModel(m_context, active_buffers_, m_operations);
break;
default:
BLI_assert_msg(0, "Non implemented execution model");
break;
}
}
ExecutionSystem::~ExecutionSystem()
{
BLI_condition_end(&work_finished_cond_);
BLI_mutex_end(&work_mutex_);
delete execution_model_;
for (NodeOperation *operation : m_operations) {
delete operation;
}
this->m_operations.clear();
for (ExecutionGroup *group : m_groups) {
delete group;
}
this->m_groups.clear();
}
void ExecutionSystem::set_operations(const Vector<NodeOperation *> &operations,
const Vector<ExecutionGroup *> &groups)
{
m_operations = operations;
m_groups = groups;
}
void ExecutionSystem::execute()
{
DebugInfo::execute_started(this);
for (NodeOperation *op : m_operations) {
op->init_data();
}
execution_model_->execute(*this);
}
/**
* Multi-threadedly execute given work function passing work_rect splits as argument.
*/
void ExecutionSystem::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(num_work_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_);
}
bool ExecutionSystem::is_breaked() const
{
const bNodeTree *btree = m_context.getbNodeTree();
return btree->test_break(btree->tbh);
}
} // namespace blender::compositor
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