Cycles / Tile Rendering:

* Code refactor of tile ordering to simplify the code and avoid some branching. 
* Changed the Center method, so it really follows center -> corners, instead of the BI method, which was confusing sometimes.
This commit is contained in:
Thomas Dinges
2013-05-08 19:49:09 +00:00
parent 360a86d658
commit 01dc4b034f
2 changed files with 31 additions and 68 deletions

View File

@@ -180,52 +180,7 @@ list<Tile>::iterator TileManager::next_viewport_tile(int device)
return state.tiles.end();
}
list<Tile>::iterator TileManager::next_center_tile(int device)
{
list<Tile>::iterator iter, best = state.tiles.end();
int resolution = state.resolution_divider;
int image_w = max(1, params.width/resolution);
int image_h = max(1, params.height/resolution);
int logical_device = preserve_tile_device? device: 0;
int64_t centx = image_w / 2, centy = image_h / 2, tot = 1;
int64_t mindist = (int64_t) image_w * (int64_t) image_h;
/* find center of rendering tiles, image center counts for 1 too */
for(iter = state.tiles.begin(); iter != state.tiles.end(); iter++) {
if(iter->rendering) {
Tile &cur_tile = *iter;
centx += cur_tile.x + cur_tile.w / 2;
centy += cur_tile.y + cur_tile.h / 2;
tot++;
}
}
centx /= tot;
centy /= tot;
/* closest of the non-rendering tiles */
for(iter = state.tiles.begin(); iter != state.tiles.end(); iter++) {
if(iter->device == logical_device && iter->rendering == false) {
Tile &cur_tile = *iter;
int64_t distx = centx - (cur_tile.x + cur_tile.w / 2);
int64_t disty = centy - (cur_tile.y + cur_tile.h / 2);
distx = (int64_t) sqrt((double)distx * distx + disty * disty);
if(distx < mindist) {
best = iter;
mindist = distx;
}
}
}
return best;
}
list<Tile>::iterator TileManager::next_simple_tile(int device, int tile_order)
list<Tile>::iterator TileManager::next_background_tile(int device, int tile_order)
{
list<Tile>::iterator iter, best = state.tiles.end();
@@ -235,21 +190,37 @@ list<Tile>::iterator TileManager::next_simple_tile(int device, int tile_order)
int64_t cordx = max(1, params.width/resolution);
int64_t cordy = max(1, params.height/resolution);
int64_t mindist = cordx * cordy;
int64_t centx = cordx / 2, centy = cordy / 2;
for(iter = state.tiles.begin(); iter != state.tiles.end(); iter++) {
if(iter->device == logical_device && iter->rendering == false) {
Tile &cur_tile = *iter;
int64_t distx = cordx;
int64_t disty = cordy;
if (tile_order == TileManager::RIGHT_TO_LEFT)
distx = cordx - cur_tile.x;
else if (tile_order == TileManager::LEFT_TO_RIGHT)
distx = cordx + cur_tile.x;
else if (tile_order == TileManager::TOP_TO_BOTTOM)
distx = cordx - cur_tile.y;
else /* TileManager::BOTTOM_TO_TOP */
distx = cordx + cur_tile.y;
switch (tile_order) {
case TileManager::CENTER:
distx = centx - (cur_tile.x + cur_tile.w);
disty = centy - (cur_tile.y + cur_tile.h);
distx = (int64_t) sqrt((double)distx * distx + disty * disty);
break;
case TileManager::RIGHT_TO_LEFT:
distx = cordx - cur_tile.x;
break;
case TileManager::LEFT_TO_RIGHT:
distx = cordx + cur_tile.x;
break;
case TileManager::TOP_TO_BOTTOM:
distx = cordx - cur_tile.y;
break;
case TileManager::BOTTOM_TO_TOP:
distx = cordx + cur_tile.y;
break;
default:
break;
}
if(distx < mindist) {
best = iter;
@@ -264,12 +235,9 @@ list<Tile>::iterator TileManager::next_simple_tile(int device, int tile_order)
bool TileManager::next_tile(Tile& tile, int device)
{
list<Tile>::iterator tile_it;
if (background) {
if(tile_order == TileManager::CENTER)
tile_it = next_center_tile(device);
else
tile_it = next_simple_tile(device, tile_order);
}
if (background)
tile_it = next_background_tile(device, tile_order);
else
tile_it = next_viewport_tile(device);

View File

@@ -114,15 +114,10 @@ protected:
/* 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<Tile>::iterator next_center_tile(int device);
/* returns simple tile order */
list<Tile>::iterator next_simple_tile(int device, int tile_order);
/* returns tiles for background render */
list<Tile>::iterator next_background_tile(int device, int tile_order);
/* returns first unhandled tile (for viewport) */
/* returns first unhandled tile for viewport render */
list<Tile>::iterator next_viewport_tile(int device);
};