fractorium/Source/Ember/Point.h
mfeemster 018ba26b5f --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.
2015-09-12 18:33:45 -07:00

233 lines
5.3 KiB
C++

#pragma once
#include "EmberDefines.h"
#include "Affine2D.h"
#include "Timing.h"
/// <summary>
/// Basic point and color structures used in iteration.
/// </summary>
namespace EmberNs
{
/// <summary>
/// The point used to store the result of each iteration, which is
/// a spatial coordinate, a color index/coordinate and a visibility value.
/// Note that a Y color coordinate is not used at the moment because
/// only 1D palettes are supported like the original. However, in the future
/// 2D palettes may be supported like Fractron does.
/// Template argument expected to be float or double.
/// </summary>
template <typename T>
class EMBER_API Point
{
public:
/// <summary>
/// Constructor to initialize spatial and color coordinates to zero, with full visibility.
/// </summary>
Point()
{
Init();
}
/// <summary>
/// Default copy constructor.
/// </summary>
/// <param name="point">The Point object to copy</param>
Point(const Point<T>& point)
{
Point<T>::operator=<T>(point);
}
/// <summary>
/// Copy constructor to copy a Point object of type U.
/// </summary>
/// <param name="point">The Point object to copy</param>
template <typename U>
Point(const Point<U>& point)
{
Point<T>::operator=<U>(point);
}
/// <summary>
/// Default assignment operator.
/// </summary>
/// <param name="point">The Point object to copy</param>
Point<T>& operator = (const Point<T>& point)
{
if (this != &point)
Point<T>::operator=<T>(point);
return *this;
}
/// <summary>
/// Assignment operator to assign a Point object of type U.
/// </summary>
/// <param name="point">The Point object to copy.</param>
/// <returns>Reference to updated self</returns>
template <typename U>
Point<T>& operator = (const Point<U>& point)
{
m_X = point.m_X;
m_Y = point.m_Y;
m_Z = point.m_Z;
m_ColorX = point.m_ColorX;
//m_ColorY = point.m_ColorY;
m_VizAdjusted = point.m_VizAdjusted;
return *this;
}
/// <summary>
/// Set spatial and color coordinates to zero, with full visibility.
/// </summary>
void Init()
{
m_X = 0;
m_Y = 0;
m_Z = 0;
m_ColorX = 0;
//m_ColorY = 0;
m_VizAdjusted = 1;
}
T m_X;
T m_Y;
T m_Z;
T m_ColorX;
//T m_ColorY;
T m_VizAdjusted;
};
/// <summary>
/// Comparer used for sorting the results of iteration by their spatial x coordinates.
/// </summary>
/// <param name="a">The first point to compare</param>
/// <param name="b">The second point to compare</param>
/// <returns>1 if the first point had an x coordinate less than the second point, else 0</returns>
template <typename T>
static int SortPointByX(const Point<T>& a, const Point<T>& b)
{
return a.m_X < b.m_X;
}
/// <summary>
/// Comparer used for sorting the results of iteration by their spatial y coordinates.
/// </summary>
/// <param name="a">The first point to compare</param>
/// <param name="b">The second point to compare</param>
/// <returns>1 if the first point had an y coordinate less than the second point, else 0</returns>
template <typename T>
static int SortPointByY(const Point<T>& a, const Point<T>& b)
{
return a.m_Y < b.m_Y;
}
/// <summary>
/// Thin override of a glm::vec4 which adds a couple of functions
/// specific to color handling.
/// </summary>
template <typename T>
struct EMBER_API Color : public v4T
{
#ifndef _WIN32
using v4T::r;
using v4T::g;
using v4T::b;
using v4T::a;
#endif
public:
/// <summary>
/// Constructor to set color values to zero, with full visibility.
/// </summary>
Color()
{
Reset();
}
/// <summary>
/// Default copy constructor.
/// </summary>
/// <param name="color">The Color object to copy</param>
Color(const Color<T>& color)
: v4T()
{
Color<T>::operator=<T>(color);
}
/// <summary>
/// Copy constructor to copy a Color object of type U.
/// </summary>
/// <param name="color">The Color object to copy</param>
template <typename U>
Color(const Color<U>& color)
{
Color<T>::operator=<U>(color);
}
/// <summary>
/// Default assignment operator.
/// </summary>
/// <param name="color">The Color object to copy</param>
Color<T>& operator = (const Color<T>& color)
{
if (this != &color)
Color<T>::operator=<T>(color);
return *this;
}
/// <summary>
/// Assignment operator to assign a Color object of type U.
/// </summary>
/// <param name="color">The Color object to copy.</param>
/// <returns>Reference to updated self</returns>
template <typename U>
Color<T>& operator = (const Color<U>& color)
{
#ifdef _WIN32
v4T::operator=<U>(color);
#else
v4T::template operator=<U>(color);
#endif
return *this;
}
/// <summary>
/// Member-wise constructor.
/// </summary>
/// <param name="rr">The red value, either 0-1 or 0-255.</param>
/// <param name="gg">The green value, either 0-1 or 0-255.</param>
/// <param name="bb">The blue value, either 0-1 or 0-255.</param>
/// <param name="aa">The alpha value, either 0-1 or 0-255.</param>
Color(T rr, T gg, T bb, T aa)
: v4T(rr, gg, bb, aa)
{
}
/// <summary>
/// Set color values and visibility to zero.
/// </summary>
inline void Clear()
{
r = 0;
g = 0;
b = 0;
a = 0;
}
/// <summary>
/// Set color values to zero, with full visibility.
/// </summary>
/// <param name="norm">If norm is true, the color fields are expected to have a range of 0-1, else 0-255</param>
inline void Reset(bool norm = true)
{
r = 0;
g = 0;
b = 0;
a = norm ? T(1) : T(255);
}
};
}