fractorium/Source/Fractorium/FractoriumInfo.cpp

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#include "FractoriumPch.h"
#include "Fractorium.h"
/// <summary>
/// Initialize the info UI.
/// </summary>
void Fractorium::InitInfoUI()
{
auto treeHeader = ui.SummaryTreeWidget->header();
auto tableHeader = ui.SummaryTableWidget->horizontalHeader();
treeHeader->setVisible(true);
treeHeader->setSectionsClickable(true);
treeHeader->setSectionResizeMode(QHeaderView::ResizeToContents);
connect(treeHeader, SIGNAL(sectionClicked(int)), this, SLOT(OnSummaryTreeHeaderSectionClicked(int)), Qt::QueuedConnection);
connect(tableHeader, SIGNAL(sectionResized(int, int, int)), this, SLOT(OnSummaryTableHeaderResized(int, int, int)), Qt::QueuedConnection);
SetFixedTableHeader(ui.SummaryTableWidget->verticalHeader());
ui.SummaryTableWidget->setItem(0, 0, m_InfoNameItem = new QTableWidgetItem(""));
ui.SummaryTableWidget->setItem(1, 0, m_InfoPaletteItem = new QTableWidgetItem(""));
ui.SummaryTableWidget->setItem(2, 0, m_Info3dItem = new QTableWidgetItem(""));
ui.SummaryTableWidget->setItem(3, 0, m_InfoXaosItem = new QTableWidgetItem(""));
ui.SummaryTableWidget->setItem(4, 0, m_InfoXformCountItem = new QTableWidgetItem(""));
ui.SummaryTableWidget->setItem(5, 0, m_InfoFinalXformItem = new QTableWidgetItem(""));
}
/// <summary>
/// Called when the palette cell of the summary table is resized in response
/// to a resizing of the Info dock.
/// </summary>
/// <param name="logicalIndex">Ignored</param>
/// <param name="oldSize">Ignored</param>
/// <param name="newSize">Ignored</param>
void Fractorium::OnSummaryTableHeaderResized(int logicalIndex, int oldSize, int newSize)
{
--User changes -Add support for multiple GPU devices. --These options are present in the command line and in Fractorium. -Change scheme of specifying devices from platform,device to just total device index. --Single number on the command line. --Change from combo boxes for device selection to a table of all devices in Fractorium. -Temporal samples defaults to 100 instead of 1000 which was needless overkill. --Bug fixes -EmberAnimate, EmberRender, FractoriumSettings, FinalRenderDialog: Fix wrong order of arguments to Clamp() when assigning thread priority. -VariationsDC.h: Fix NVidia OpenCL compilation error in DCTriangleVariation. -FractoriumXformsColor.cpp: Checking for null pixmap pointer is not enough, must also check if the underlying buffer is null via call to QPixmap::isNull(). --Code changes -Ember.h: Add case for FLAME_MOTION_NONE and default in ApplyFlameMotion(). -EmberMotion.h: Call base constructor. -EmberPch.h: #pragma once only on Windows. -EmberToXml.h: --Handle different types of exceptions. --Add default cases to ToString(). -Isaac.h: Remove unused variable in constructor. -Point.h: Call base constructor in Color(). -Renderer.h/cpp: --Add bool to Alloc() to only allocate memory for the histogram. Needed for multi-GPU. --Make CoordMap() return a const ref, not a pointer. -SheepTools.h: --Use 64-bit types like the rest of the code already does. --Fix some comment misspellings. -Timing.h: Make BeginTime(), EndTime(), ElapsedTime() and Format() be const functions. -Utils.h: --Add new functions Equal() and Split(). --Handle more exception types in ReadFile(). --Get rid of most legacy blending of C and C++ argument parsing. -XmlToEmber.h: --Get rid of most legacy blending of C and C++ code from flam3. --Remove some unused variables. -EmberAnimate: --Support multi-GPU processing that alternates full frames between devices. --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option. --Remove bucketT template parameter, and hard code float in its place. --If a render fails, exit since there is no point in continuing an animation with a missing frame. --Pass variables to threaded save better, which most likely fixes a very subtle bug that existed before. --Remove some unused variables. -EmberGenome, EmberRender: --Support multi-GPU processing that alternates full frames between devices. --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option. --Remove bucketT template parameter, and hard code float in its place. -EmberRender: --Support multi-GPU processing that alternates full frames between devices. --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option. --Remove bucketT template parameter, and hard code float in its place. --Only print values when not rendering with OpenCL, since they're always 0 in that case. -EmberCLPch.h: --#pragma once only on Windows. --#include <atomic>. -IterOpenCLKernelCreator.h: Add new kernel for summing two histograms. This is needed for multi-GPU. -OpenCLWrapper.h: --Move all OpenCL info related code into its own class OpenCLInfo. --Add members to cache the values of global memory size and max allocation size. -RendererCL.h/cpp: --Redesign to accomodate multi-GPU. --Constructor now takes a vector of devices. --Remove DumpErrorReport() function, it's handled in the base. --ClearBuffer(), ReadPoints(), WritePoints(), ReadHist() and WriteHist() now optionally take a device index as a parameter. --MakeDmap() override and m_DmapCL member removed because it no longer applies since the histogram is always float since the last commit. --Add new function SumDeviceHist() to sum histograms from two devices by first copying to a temporary on the host, then a temporary on the device, then summing. --m_Calls member removed, as it's now per-device. --OpenCLWrapper removed. --m_Seeds member is now a vector of vector of seeds, to accomodate a separate and different array of seeds for each device. --Added member m_Devices, a vector of unique_ptr of RendererCLDevice. -EmberCommon.h --Added Devices() function to convert from a vector of device indices to a vector of platform,device indices. --Changed CreateRenderer() to accept a vector of devices to create a single RendererCL which will split work across multiple devices. --Added CreateRenderers() function to accept a vector of devices to create multiple RendererCL, each which will render on a single device. --Add more comments to some existing functions. -EmberCommonPch.h: #pragma once only on Windows. -EmberOptions.h: --Remove --platform option, it's just sequential device number now with the --device option. --Make --out be OPT_USE_RENDER instead of OPT_RENDER_ANIM since it's an error condition when animating. It makes no sense to write all frames to a single image. --Add Devices() function to parse comma separated --device option string and return a vector of device indices. --Make int and uint types be 64-bit, so intmax_t and size_t. --Make better use of macros. -JpegUtils.h: Make string parameters to WriteJpeg() and WritePng() be const ref. -All project files: Turn off buffer security check option in Visual Studio (/Gs-) -deployment.pri: Remove the line OTHER_FILES +=, it's pointless and was causing problems. -Ember.pro, EmberCL.pro: Add CONFIG += plugin, otherwise it wouldn't link. -EmberCL.pro: Add new files for multi-GPU support. -build_all.sh: use -j4 and QMAKE=${QMAKE:/usr/bin/qmake} -shared_settings.pri: -Add version string. -Remove old DESTDIR definitions. -Add the following lines or else nothing would build: CONFIG(release, debug|release) { CONFIG += warn_off DESTDIR = ../../../Bin/release } CONFIG(debug, debug|release) { DESTDIR = ../../../Bin/debug } QMAKE_POST_LINK += $$quote(cp --update ../../../Data/flam3-palettes.xml $${DESTDIR}$$escape_expand(\n\t)) LIBS += -L/usr/lib -lpthread -AboutDialog.ui: Another futile attempt to make it look correct on Linux. -FinalRenderDialog.h/cpp: --Add support for multi-GPU. --Change from combo boxes for device selection to a table of all devices. --Ensure device selection makes sense. --Remove "FinalRender" prefix of various function names, it's implied given the context. -FinalRenderEmberController.h/cpp: --Add support for multi-GPU. --Change m_FinishedImageCount to be atomic. --Move CancelRender() from the base to FinalRenderEmberController<T>. --Refactor RenderComplete() to omit any progress related functionality or image saving since it can be potentially ran in a thread. --Consolidate setting various renderer fields into SyncGuiToRenderer(). -Fractorium.cpp: Allow for resizing of the options dialog to show the entire device table. -FractoriumCommon.h: Add various functions to handle a table showing the available OpenCL devices on the system. -FractoriumEmberController.h/cpp: Remove m_FinalImageIndex, it's no longer needed. -FractoriumRender.cpp: Scale the interactive sub batch count and quality by the number of devices used. -FractoriumSettings.h/cpp: --Temporal samples defaults to 100 instead of 1000 which was needless overkill. --Add multi-GPU support, remove old device,platform pair. -FractoriumToolbar.cpp: Disable OpenCL toolbar button if there are no devices present on the system. -FractoriumOptionsDialog.h/cpp: --Add support for multi-GPU. --Consolidate more assignments in DataToGui(). --Enable/disable CPU/OpenCL items in response to OpenCL checkbox event. -Misc: Convert almost everything to size_t for unsigned, intmax_t for signed.
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QPixmap pixmap = QPixmap::fromImage(m_Controller->FinalPaletteImage());//Create a QPixmap out of the QImage, will be empty on startup.
SetPaletteTableItem(&pixmap, ui.SummaryTableWidget, m_InfoPaletteItem, 1, 0);
}
/// <summary>
/// Expand or collapse the summary tree depending on the column index clicked.
/// 0: collapse, 1: expand.
/// </summary>
/// <param name="logicalIndex">The column which was clicked</param>
void Fractorium::OnSummaryTreeHeaderSectionClicked(int logicalIndex)
{
auto tree = ui.SummaryTreeWidget;
if (logicalIndex)
tree->expandAll();
else
tree->collapseAll();
}
/// <summary>
/// Fill the summary tree with values from the current ember.
/// This is meant to be a rough summary by containing only the most relevant
/// values from the ember.
/// It's also meant to be used in a fire-and-forget way. Once the tree is filled
/// individual nodes are never referenced again.
/// The entire tree is cleared and refilled for every field change.
/// This would seem inefficient, but it appears to update with no flicker.
/// If this ever presents a problem in the future, revisit with a more
/// intelligent design.
/// </summary>
template <typename T>
void FractoriumEmberController<T>::FillSummary()
{
int p = 3;
int vp = 4;
int vlen = 7;
char pc = 'f';
size_t x = 0, total = m_Ember.TotalXformCount();
Xform<T>* xform = nullptr;
QColor color;
auto table = m_Fractorium->ui.SummaryTableWidget;
auto tree = m_Fractorium->ui.SummaryTreeWidget;
QVariantList states;
QTreeWidgetItemIterator it(tree);
while (*it)
{
if (!(*it)->parent())//Top level only.
states += (*it)->isExpanded();
++it;
}
tree->blockSignals(true);
tree->clear();
m_Fractorium->m_InfoNameItem->setText(m_Ember.m_Name.c_str());
m_Fractorium->m_Info3dItem->setText(m_Ember.ProjBits() ? "Yes" : "No");
m_Fractorium->m_InfoXaosItem->setText(m_Ember.XaosPresent() ? "Yes" : "No");
m_Fractorium->m_InfoXformCountItem->setText(QString::number(m_Ember.XformCount()));
m_Fractorium->m_InfoFinalXformItem->setText(m_Ember.UseFinalXform() ? "Yes" : "No");
QPixmap pixmap = QPixmap::fromImage(m_FinalPaletteImage);//Create a QPixmap out of the QImage.
QSize size(table->columnWidth(0), table->rowHeight(1) + 1);
m_Fractorium->m_InfoPaletteItem->setData(Qt::DecorationRole, pixmap.scaled(size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation));
for (x = 0; x < total && (xform = m_Ember.GetTotalXform(x)); x++)
{
size_t i = 0;
QString as = "Pre";
auto item1 = new QTreeWidgetItem(tree);
intmax_t linkedIndex = IsXformLinked(m_Ember, xform);
QString linked = (linkedIndex != -1) ? (" Linked to " + QString::number(linkedIndex + 1)) : "";
auto index = m_Ember.GetXformIndex(xform);
m_Ember.CalcNormalizedWeights(m_NormalizedWeights);
xform->SetPrecalcFlags();//Needed for HasPost() below.
if (!m_Ember.IsFinalXform(xform) && index != -1)
{
item1->setText(0, "Xform " +
QString::number(x + 1) +
" (" + QLocale::system().toString(xform->m_Weight, pc, p) + ") (" +
QLocale::system().toString(double(m_NormalizedWeights[index]), pc, p) + ") " +
linked);
}
else
item1->setText(0, "Final xform");
item1->setText(1, xform->m_Name.c_str());
auto affineItem = new QTreeWidgetItem(item1);
affineItem->setText(0, "Affine");
if (xform->m_Affine.IsZero())
as += " Empty";
else if (xform->m_Affine.IsID())
as += " ID";
if (xform->HasPost())
{
as += ", Post";
if (xform->m_Post.IsZero())
as += " Empty";//Don't need to check further for IsID() because post is not included if it's ID.
}
affineItem->setText(1, as);
auto colorIndexItem = new QTreeWidgetItem(item1);
colorIndexItem->setText(0, "Color index");
colorIndexItem->setText(1, QLocale::system().toString(xform->m_ColorX, pc, p));
color = ColorIndexToQColor(xform->m_ColorX);
color.setAlphaF(xform->m_Opacity);
colorIndexItem->setBackgroundColor(1, color);
colorIndexItem->setTextColor(1, VisibleColor(color));
auto colorSpeedItem = new QTreeWidgetItem(item1);
colorSpeedItem->setText(0, "Color speed");
colorSpeedItem->setText(1, QLocale::system().toString(xform->m_ColorSpeed, pc, p));
auto opacityItem = new QTreeWidgetItem(item1);
opacityItem->setText(0, "Opacity");
opacityItem->setText(1, QLocale::system().toString(xform->m_Opacity, pc, p));
auto dcItem = new QTreeWidgetItem(item1);
dcItem->setText(0, "Direct color");
dcItem->setText(1, QLocale::system().toString(xform->m_DirectColor, pc, p));
while (auto var = xform->GetVariation(i++))
{
auto vitem = new QTreeWidgetItem(item1);
vitem->setText(0, QString::fromStdString(var->Name()));
vitem->setText(1, QLocale::system().toString(var->m_Weight, pc, vp).rightJustified(vlen, ' '));
if (auto parVar = dynamic_cast<ParametricVariation<T>*>(var))
{
auto params = parVar->Params();
for (auto j = 0; j < parVar->ParamCount(); j++)
{
if (!params[j].IsPrecalc())
{
auto pitem = new QTreeWidgetItem(vitem);
pitem->setText(0, params[j].Name().c_str());
pitem->setText(1, QLocale::system().toString(params[j].ParamVal(), pc, vp).rightJustified(vlen, ' '));
}
}
}
}
auto item2 = new QTreeWidgetItem(tree);//Empty item in between xforms.
}
QTreeWidgetItemIterator it2(tree);
if (!states.isEmpty())
{
while (*it2)
{
if (!(*it2)->parent())//Top level only.
{
if (!states.isEmpty())
(*it2)->setExpanded(states.takeFirst().toBool());
else
(*it2)->setExpanded(true);//Expand any remainder when going from lesser to greater number of xforms.
}
++it2;
}
}
else
tree->expandAll();
tree->blockSignals(false);
}
void Fractorium::FillSummary()
{
m_Controller->FillSummary();
}
/// <summary>
/// Update the histogram bounds display labels.
/// This shows the user the actual bounds of what's
/// being rendered. Mostly of engineering interest.
/// </summary>
void Fractorium::UpdateHistogramBounds()
{
if (RendererBase* r = m_Controller->Renderer())
{
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sprintf_s(m_ULString, 32, "UL: %3.3f, %3.3f", r->LowerLeftX(), r->UpperRightY());//These bounds include gutter padding.
sprintf_s(m_URString, 32, "UR: %3.3f, %3.3f", -r->LowerLeftX(), r->UpperRightY());
sprintf_s(m_LRString, 32, "LR: %3.3f, %3.3f", -r->LowerLeftX(), r->LowerLeftY());
sprintf_s(m_LLString, 32, "LL: %3.3f, %3.3f", r->LowerLeftX(), r->LowerLeftY());
sprintf_s(m_WHString, 32, "W x H: %4lu x %4lu", r->SuperRasW(), r->SuperRasH());
ui.InfoBoundsLabelUL->setText(QString(m_ULString));
ui.InfoBoundsLabelUR->setText(QString(m_URString));
ui.InfoBoundsLabelLR->setText(QString(m_LRString));
ui.InfoBoundsLabelLL->setText(QString(m_LLString));
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ui.InfoBoundsLabelWH->setText(QString(m_WHString));
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ui.InfoBoundsTable->item(0, 1)->setText(ToString<qulonglong>(r->GutterWidth()));
if (r->GetDensityFilter())
{
uint deWidth = (r->GetDensityFilter()->FilterWidth() * 2) + 1;
sprintf_s(m_DEString, 16, "%d x %d", deWidth, deWidth);
ui.InfoBoundsTable->item(1, 1)->setText(QString(m_DEString));
}
else
ui.InfoBoundsTable->item(1, 1)->setText("N/A");
}
}
/// <summary>
/// Fill the passed in QTextEdit with the vector of strings.
/// Optionally clear first.
/// Serves as a convenience function because the error reports coming
/// from Ember and EmberCL use vector<string>.
/// Use invokeMethod() in case this is called from a thread.
/// </summary>
/// <param name="errors">The vector of error strings</param>
/// <param name="textEdit">The QTextEdit to fill</param>
/// <param name="clear">Clear if true, else don't.</param>
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void Fractorium::ErrorReportToQTextEdit(const vector<string>& errors, QTextEdit* textEdit, bool clear)
{
if (clear)
QMetaObject::invokeMethod(textEdit, "clear", Qt::QueuedConnection);
for (auto& error : errors)
QMetaObject::invokeMethod(textEdit, "append", Qt::QueuedConnection, Q_ARG(const QString&, QString::fromStdString(error) + "\n"));
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}
template class FractoriumEmberController<float>;
#ifdef DO_DOUBLE
template class FractoriumEmberController<double>;
#endif