Cycles: merge of changes from tomato branch.

Regular rendering now works tiled, and supports save buffers to save memory
during render and cache render results.

Brick texture node by Thomas.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture

Image texture Blended Box Mapping.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture
http://mango.blender.org/production/blended_box/

Various bug fixes by Sergey and Campbell.
* Fix for reading freed memory in some node setups.
* Fix incorrect memory read when synchronizing mesh motion.
* Fix crash appearing when direct light usage is different on different layers.
* Fix for vector pass gives wrong result in some circumstances.
* Fix for wrong resolution used for rendering Render Layer node.
* Option to cancel rendering when doing initial synchronization.
* No more texture limit when using CPU render.
* Many fixes for new tiled rendering.
This commit is contained in:
Brecht Van Lommel
2012-09-04 13:29:07 +00:00
parent 68563134d4
commit adea12cb01
69 changed files with 1983 additions and 708 deletions

View File

@@ -67,12 +67,11 @@ class RenderBuffers {
public:
/* buffer parameters */
BufferParams params;
/* float buffer */
device_vector<float> buffer;
/* random number generator state */
device_vector<uint> rng_state;
/* mutex, must be locked manually by callers */
thread_mutex mutex;
RenderBuffers(Device *device);
~RenderBuffers();
@@ -80,7 +79,7 @@ public:
void reset(Device *device, BufferParams& params);
bool copy_from_device();
bool get_pass(PassType type, float exposure, int sample, int components, float *pixels);
bool get_pass_rect(PassType type, float exposure, int sample, int components, float *pixels);
protected:
void device_free();
@@ -105,8 +104,6 @@ public:
bool transparent;
/* byte buffer for tonemapped result */
device_vector<uchar4> rgba;
/* mutex, must be locked manually by callers */
thread_mutex mutex;
DisplayBuffer(Device *device);
~DisplayBuffer();
@@ -124,6 +121,28 @@ protected:
Device *device;
};
/* Render Tile
* Rendering task on a buffer */
class RenderTile {
public:
int x, y, w, h;
int start_sample;
int num_samples;
int sample;
int resolution;
int offset;
int stride;
device_ptr buffer;
device_ptr rng_state;
device_ptr rgba;
RenderBuffers *buffers;
RenderTile();
};
CCL_NAMESPACE_END
#endif /* __BUFFERS_H__ */