mirror of
https://bitbucket.org/mfeemster/fractorium.git
synced 2025-06-30 13:26:02 -04:00
--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.
This commit is contained in:
@ -78,8 +78,7 @@ void FractoriumEmberControllerBase::Shutdown()
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/// </summary>
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void FractoriumEmberControllerBase::ClearFinalImages()
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{
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Memset(m_FinalImage[0]);
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Memset(m_FinalImage[1]);
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Memset(m_FinalImage);
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//Unsure if we should also call RendererCL::ClearFinal() as well. At the moment it seems unnecessary.
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}
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@ -114,48 +113,42 @@ void FractoriumEmberControllerBase::DeleteRenderer()
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/// <summary>
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/// Save the current render results to a file.
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/// This could benefit from QImageWriter, however it's compression capabilities are
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/// This could benefit from QImageWriter, however its compression capabilities are
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/// severely lacking. A Png file comes out larger than a bitmap, so instead use the
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/// Png and Jpg wrapper functions from the command line programs.
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/// This will embed the id, url and nick fields from the options in the image comments.
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/// </summary>
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/// <param name="filename">The full path and filename</param>
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void FractoriumEmberControllerBase::SaveCurrentRender(const QString& filename, bool forcePull)
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/// <param name="comments">The comments to save in the png or jpg</param>
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/// <param name="pixels">The buffer containing the pixels</param>
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/// <param name="width">The width in pixels of the image</param>
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/// <param name="height">The height in pixels of the image</param>
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/// <param name="channels">The number of channels, 3 or 4.</param>
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/// <param name="bpc">The bytes per channel, almost always 1.</param>
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void FractoriumEmberControllerBase::SaveCurrentRender(const QString& filename, const EmberImageComments& comments, vector<byte>& pixels, size_t width, size_t height, size_t channels, size_t bpc)
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{
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if (filename != "")
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{
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bool b = false;
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uint i, j;
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uint width = m_Renderer->FinalRasW();
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uint height = m_Renderer->FinalRasH();
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byte* data = nullptr;
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vector<byte> vecRgb;
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QFileInfo fileInfo(filename);
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QString suffix = fileInfo.suffix();
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FractoriumSettings* settings = m_Fractorium->m_Settings;
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RendererCLBase* rendererCL = dynamic_cast<RendererCLBase*>(m_Renderer.get());
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if (forcePull && rendererCL && m_Renderer->PrepFinalAccumVector(m_FinalImage[m_FinalImageIndex]))
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{
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if (!rendererCL->ReadFinal(m_FinalImage[m_FinalImageIndex].data()))
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{
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m_Fractorium->ShowCritical("GPU Read Error", "Could not read image from the GPU, aborting image save.", true);
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return;
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}
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}
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//Ensure dimensions are valid.
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if (m_FinalImage[m_FinalImageIndex].size() < (width * height * m_Renderer->NumChannels() * m_Renderer->BytesPerChannel()))
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if (pixels.size() < (width * height * channels * bpc))
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{
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m_Fractorium->ShowCritical("Save Failed", "Dimensions didn't match, not saving.", true);
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return;
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}
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data = m_FinalImage[m_FinalImageIndex].data();//Png and channels == 4.
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data = pixels.data();//Png and channels == 4.
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if ((suffix == "jpg" || suffix == "bmp") && m_Renderer->NumChannels() == 4)
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if ((suffix == "jpg" || suffix == "bmp") && channels)
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{
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RgbaToRgb(m_FinalImage[m_FinalImageIndex], vecRgb, width, height);
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RgbaToRgb(pixels, vecRgb, width, height);
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data = vecRgb.data();
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}
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@ -164,7 +157,6 @@ void FractoriumEmberControllerBase::SaveCurrentRender(const QString& filename, b
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string id = settings->Id().toStdString();
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string url = settings->Url().toStdString();
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string nick = settings->Nick().toStdString();
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EmberImageComments comments = m_Renderer->ImageComments(m_Stats, 0, false, true);
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if (suffix == "png")
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b = WritePng(s.c_str(), data, width, height, 1, true, comments, id, url, nick);
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@ -369,14 +361,14 @@ bool FractoriumEmberController<T>::Render()
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if (ProcessState() != ACCUM_DONE)
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{
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//if (m_Renderer->Run(m_FinalImage, 0) == RENDER_OK)//Full, non-incremental render for debugging.
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if (m_Renderer->Run(m_FinalImage[m_FinalImageIndex], 0, m_SubBatchCount, (iterBegin || m_Fractorium->m_Settings->ContinuousUpdate())) == RENDER_OK)//Force output on iterBegin or if the settings specify to always do it.
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if (m_Renderer->Run(m_FinalImage, 0, m_SubBatchCount, (iterBegin || m_Fractorium->m_Settings->ContinuousUpdate())) == RENDER_OK)//Force output on iterBegin or if the settings specify to always do it.
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{
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//The amount to increment sub batch while rendering proceeds is purely empirical.
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//Change later if better values can be derived/observed.
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if (m_Renderer->RendererType() == OPENCL_RENDERER)
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{
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if (m_SubBatchCount < 3)//More than 3 with OpenCL gives a sluggish UI.
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m_SubBatchCount++;
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if (m_SubBatchCount < (4 * m_Devices.size()))//More than 3 with OpenCL gives a sluggish UI.
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m_SubBatchCount += m_Devices.size();
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}
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else
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{
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@ -445,7 +437,7 @@ bool FractoriumEmberController<T>::Render()
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//Update it on finish because the rendering process is completely done.
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if (iterBegin || ProcessState() == ACCUM_DONE)
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{
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if (m_FinalImage[m_FinalImageIndex].size() == m_Renderer->FinalBufferSize())//Make absolutely sure the correct amount of data is passed.
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if (m_FinalImage.size() == m_Renderer->FinalBufferSize())//Make absolutely sure the correct amount of data is passed.
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gl->update();
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//gl->repaint();
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@ -504,19 +496,17 @@ bool FractoriumEmberController<T>::Render()
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/// Rendering will be left in a stopped state. The caller is responsible for restarting the render loop again.
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/// </summary>
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/// <param name="renderType">The type of render to create</param>
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/// <param name="platform">The index platform of the platform to use</param>
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/// <param name="device">The index device of the device to use</param>
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/// <param name="outputTexID">The texture ID of the shared OpenGL texture if shared</param>
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/// <param name="devices">The platform,device index pairs of the devices to use</param>
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/// <param name="shared">True if shared with OpenGL, else false. Default: true.</param>
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/// <returns>True if nothing went wrong, else false.</returns>
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template <typename T>
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bool FractoriumEmberController<T>::CreateRenderer(eRendererType renderType, uint platform, uint device, bool shared)
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bool FractoriumEmberController<T>::CreateRenderer(eRendererType renderType, const vector<pair<size_t, size_t>>& devices, bool shared)
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{
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bool ok = true;
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FractoriumSettings* s = m_Fractorium->m_Settings;
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GLWidget* gl = m_Fractorium->ui.GLDisplay;
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if (!m_Renderer.get() || (m_Renderer->RendererType() != renderType) || (m_Platform != platform) || (m_Device != device))
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if (!m_Renderer.get() || (m_Renderer->RendererType() != renderType) || !Equal(m_Devices, devices))
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{
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EmberReport emberReport;
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vector<string> errorReport;
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@ -524,13 +514,12 @@ bool FractoriumEmberController<T>::CreateRenderer(eRendererType renderType, uint
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DeleteRenderer();//Delete the renderer and refresh the textures.
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//Before starting, must take care of allocations.
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gl->Allocate(true);//Forcing a realloc of the texture is necessary on AMD, but not on nVidia.
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m_Renderer = unique_ptr<EmberNs::RendererBase>(::CreateRenderer<T, float>(renderType, platform, device, shared, gl->OutputTexID(), emberReport));//Always make bucket type float.
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m_Renderer = unique_ptr<EmberNs::RendererBase>(::CreateRenderer<T>(renderType, devices, shared, gl->OutputTexID(), emberReport));//Always make bucket type float.
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errorReport = emberReport.ErrorReport();
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if (errorReport.empty())
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{
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m_Platform = platform;//Store values for re-creation later on.
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m_Device = device;
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m_Devices = devices;
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m_OutputTexID = gl->OutputTexID();
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m_Shared = shared;
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}
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@ -548,11 +537,13 @@ bool FractoriumEmberController<T>::CreateRenderer(eRendererType renderType, uint
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if (m_RenderType == OPENCL_RENDERER)
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{
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m_Fractorium->m_QualitySpin->DoubleClickZero(30);
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m_Fractorium->m_QualitySpin->DoubleClickNonZero(30);
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auto val = 30 * m_Fractorium->m_Settings->Devices().size();
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if (m_Fractorium->m_QualitySpin->value() < 30)
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m_Fractorium->m_QualitySpin->setValue(30);
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m_Fractorium->m_QualitySpin->DoubleClickZero(val);
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m_Fractorium->m_QualitySpin->DoubleClickNonZero(val);
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if (m_Fractorium->m_QualitySpin->value() < val)
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m_Fractorium->m_QualitySpin->setValue(val);
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}
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else
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{
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@ -618,12 +609,11 @@ void Fractorium::ShutdownAndRecreateFromOptions()
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bool Fractorium::CreateRendererFromOptions()
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{
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bool ok = true;
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bool useOpenCL = m_Wrapper.CheckOpenCL() && m_Settings->OpenCL();
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bool useOpenCL = m_Info.Ok() && m_Settings->OpenCL();
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auto v = Devices(m_Settings->Devices());
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//The most important option to process is what kind of renderer is desired, so do it first.
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if (!m_Controller->CreateRenderer(useOpenCL ? OPENCL_RENDERER : CPU_RENDERER,
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m_Settings->PlatformIndex(),
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m_Settings->DeviceIndex()))
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if (!m_Controller->CreateRenderer((useOpenCL && !v.empty()) ? OPENCL_RENDERER : CPU_RENDERER, v))
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{
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//If using OpenCL, will only get here if creating RendererCL failed, but creating a backup CPU Renderer succeeded.
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ShowCritical("Renderer Creation Error", "Error creating renderer, most likely a GPU problem. Using CPU instead.");
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