Multithread rendering
This commit is contained in:
@ -22,39 +22,14 @@ interface
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uses
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Windows, Classes, Graphics,
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Render, Controlpoint, ImageMaker;
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type
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TPixelRenderThread = class(TThread)
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private
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fcp: TControlPoint;
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points: TPointsArray;
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public
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nrbatches: integer;
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batchcounter: Pinteger;
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BucketWidth: Int64;
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BucketHeight: Int64;
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bounds: array[0..3] of extended;
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size: array[0..1] of extended;
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Buckets: PBucketArray;
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ColorMap: TColorMapArray;
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CriticalSection: TRTLCriticalSection;
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constructor Create(cp: TControlPoint);
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procedure Execute; override;
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procedure AddPointsToBuckets(const points: TPointsArray); overload;
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procedure AddPointsToBucketsAngle(const points: TPointsArray); overload;
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end;
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Render, Controlpoint, ImageMaker, BucketFillerthread;
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type
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TRenderer64MT = class(TBaseRenderer)
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private
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oversample: Int64;
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batchcounter: Integer;
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FNrBatches: Integer;
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FNrBatches: Int64;
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BucketWidth: Int64;
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BucketHeight: Int64;
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@ -71,7 +46,7 @@ type
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size: array[0..1] of extended;
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ppux, ppuy: extended;
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FNrOfTreads: integer;
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WorkingThreads: array of TPixelRenderThread;
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WorkingThreads: array of TBucketFillerThread;
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CriticalSection: TRTLCriticalSection;
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FImageMaker: TImageMaker;
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@ -87,7 +62,7 @@ type
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procedure SetPixelsMT;
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procedure SetNrOfTreads(const Value: integer);
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function NewThread: TPixelRenderThread;
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function NewThread: TBucketFillerThread;
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public
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constructor Create; override;
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destructor Destroy; override;
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@ -239,6 +214,7 @@ procedure TRenderer64MT.SetPixelsMT;
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var
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i: integer;
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nsamples: Int64;
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bc : integer;
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begin
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nsamples := Round(sample_density * bucketSize / (oversample * oversample));
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FNrBatches := Round(nsamples / (fcp.nbatches * SUB_BATCH_SIZE));
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@ -251,13 +227,23 @@ begin
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for i := 0 to NrOfTreads - 1 do
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WorkingThreads[i] := NewThread;
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while (Not FStop) and (batchcounter < FNrBatches) do begin
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if batchcounter > 0 then
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Progress(batchcounter / FNrBatches)
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else
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Progress(0);
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for i := 0 to NrOfTreads - 1 do
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WorkingThreads[i].Resume;
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sleep(200)
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bc := 0;
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while (Not FStop) and (bc < FNrBatches) do begin
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sleep(200);
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try
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EnterCriticalSection(CriticalSection);
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if batchcounter > 0 then
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Progress(batchcounter / FNrBatches)
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else
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Progress(0);
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bc := batchcounter;
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finally
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LeaveCriticalSection(CriticalSection);
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end;
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end;
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DeleteCriticalSection(CriticalSection);
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@ -325,146 +311,25 @@ begin
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end;
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///////////////////////////////////////////////////////////////////////////////
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function TRenderer64MT.NewThread: TPixelRenderThread;
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function TRenderer64MT.NewThread: TBucketFillerThread;
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begin
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Result := TPixelRenderThread.Create(fcp);
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// Result.OnTerminate := OnThreadTerminated;
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Result := TBucketFillerThread.Create(fcp);
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Result.BucketWidth := BucketWidth;
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Result.BucketHeight := BucketHeight;
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Result.Buckets := @Buckets;
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Result.size[0] := size[0];
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Result.size[1] := size[1];
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Result.bounds[0] := Bounds[0];
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Result.bounds[1] := Bounds[1];
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Result.bounds[2] := Bounds[2];
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Result.bounds[3] := Bounds[3];
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Result.RotationCenter[0] := FCP.Center[0];
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Result.RotationCenter[1] := FCP.Center[1];
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Result.ColorMap := colorMap;
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Result.Buckets := @Buckets;
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Result.CriticalSection := CriticalSection;
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Result.Nrbatches := FNrBatches;
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Result.batchcounter := @batchcounter;
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Result.Resume;
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end;
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{ PixelRenderThread }
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///////////////////////////////////////////////////////////////////////////////
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procedure TPixelRenderThread.AddPointsToBuckets(const points: TPointsArray);
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var
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i: integer;
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px, py: double;
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bws, bhs: double;
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bx, by: double;
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wx, wy: double;
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// R: double;
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// V1, v2, v3: integer;
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Bucket: PBucket;
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MapColor: PColorMapColor;
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begin
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bws := (BucketWidth - 0.5) * size[0];
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bhs := (BucketHeight - 0.5) * size[1];
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bx := bounds[0];
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by := bounds[1];
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wx := bounds[2] - bounds[0];
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wy := bounds[3] - bounds[1];
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for i := SUB_BATCH_SIZE - 1 downto 0 do begin
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px := points[i].x - bx;
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py := points[i].y - by;
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if ((px < 0) or (px > wx) or
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(py < 0) or (py > wy)) then
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continue;
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MapColor := @ColorMap[Round(points[i].c * 255)];
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Bucket := @TbucketArray(buckets^)[Round(bws * px) + Round(bhs * py) * BucketWidth];
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Inc(Bucket.Red, MapColor.Red);
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Inc(Bucket.Green, MapColor.Green);
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Inc(Bucket.Blue, MapColor.Blue);
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Inc(Bucket.Count);
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end;
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end;
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///////////////////////////////////////////////////////////////////////////////
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procedure TPixelRenderThread.AddPointsToBucketsAngle(const points: TPointsArray);
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var
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i: integer;
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px, py: double;
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ca,sa: double;
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nx, ny: double;
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bws, bhs: double;
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bx, by: double;
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wx, wy: double;
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Bucket: PBucket;
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MapColor: PColorMapColor;
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begin
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bws := (BucketWidth - 0.5) * size[0];
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bhs := (BucketHeight - 0.5) * size[1];
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bx := bounds[0];
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by := bounds[1];
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wx := bounds[2] - bounds[0];
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wy := bounds[3] - bounds[1];
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ca := cos(FCP.FAngle);
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sa := sin(FCP.FAngle);
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for i := SUB_BATCH_SIZE - 1 downto 0 do begin
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px := points[i].x - FCP.Center[0];
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py := points[i].y - FCP.Center[1];
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nx := px * ca + py * sa;
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ny := -px * sa + py * ca;
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px := nx + FCP.Center[0] - bx;
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py := ny + FCP.Center[1] - by;
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if ((px < 0) or (px > wx) or
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(py < 0) or (py > wy)) then
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continue;
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MapColor := @ColorMap[Round(points[i].c * 255)];
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Bucket := @TbucketArray(buckets^)[Round(bws * px) + Round(bhs * py) * BucketWidth];
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Inc(Bucket.Red, MapColor.Red);
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Inc(Bucket.Green, MapColor.Green);
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Inc(Bucket.Blue, MapColor.Blue);
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Inc(Bucket.Count);
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end;
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end;
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///////////////////////////////////////////////////////////////////////////////
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constructor TPixelRenderThread.Create(cp: TControlPoint);
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begin
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inherited Create(True);
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Self.FreeOnTerminate := True;
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fcp := cp;
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SetLength(Points, SUB_BATCH_SIZE);
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end;
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///////////////////////////////////////////////////////////////////////////////
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procedure TPixelRenderThread.Execute;
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begin
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inherited;
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// while true do begin
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while (not Terminated) and (batchcounter^ < Nrbatches) do begin
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fcp.iterateXYC(SUB_BATCH_SIZE, points);
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try
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EnterCriticalSection(CriticalSection);
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if FCP.FAngle = 0 then
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AddPointsToBuckets(Points)
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else
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AddPointsToBucketsAngle(Points);
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Inc(batchcounter^);
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finally
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LeaveCriticalSection(CriticalSection);
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end;
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end;
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// Result.Resume;
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end;
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///////////////////////////////////////////////////////////////////////////////
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@ -473,5 +338,6 @@ begin
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FImageMaker.SaveImage(FileName);
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end;
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///////////////////////////////////////////////////////////////////////////////
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end.
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