mirror of
https://bitbucket.org/mfeemster/fractorium.git
synced 2025-01-22 05:30:06 -05:00
018ba26b5f
-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.
233 lines
5.3 KiB
C++
233 lines
5.3 KiB
C++
#pragma once
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#include "EmberDefines.h"
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#include "Affine2D.h"
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#include "Timing.h"
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/// <summary>
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/// Basic point and color structures used in iteration.
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/// </summary>
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namespace EmberNs
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{
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/// <summary>
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/// The point used to store the result of each iteration, which is
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/// a spatial coordinate, a color index/coordinate and a visibility value.
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/// Note that a Y color coordinate is not used at the moment because
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/// only 1D palettes are supported like the original. However, in the future
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/// 2D palettes may be supported like Fractron does.
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/// Template argument expected to be float or double.
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/// </summary>
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template <typename T>
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class EMBER_API Point
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{
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public:
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/// <summary>
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/// Constructor to initialize spatial and color coordinates to zero, with full visibility.
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/// </summary>
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Point()
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{
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Init();
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}
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/// <summary>
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/// Default copy constructor.
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/// </summary>
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/// <param name="point">The Point object to copy</param>
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Point(const Point<T>& point)
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{
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Point<T>::operator=<T>(point);
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}
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/// <summary>
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/// Copy constructor to copy a Point object of type U.
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/// </summary>
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/// <param name="point">The Point object to copy</param>
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template <typename U>
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Point(const Point<U>& point)
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{
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Point<T>::operator=<U>(point);
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}
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/// <summary>
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/// Default assignment operator.
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/// </summary>
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/// <param name="point">The Point object to copy</param>
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Point<T>& operator = (const Point<T>& point)
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{
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if (this != &point)
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Point<T>::operator=<T>(point);
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return *this;
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}
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/// <summary>
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/// Assignment operator to assign a Point object of type U.
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/// </summary>
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/// <param name="point">The Point object to copy.</param>
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/// <returns>Reference to updated self</returns>
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template <typename U>
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Point<T>& operator = (const Point<U>& point)
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{
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m_X = point.m_X;
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m_Y = point.m_Y;
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m_Z = point.m_Z;
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m_ColorX = point.m_ColorX;
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//m_ColorY = point.m_ColorY;
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m_VizAdjusted = point.m_VizAdjusted;
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return *this;
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}
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/// <summary>
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/// Set spatial and color coordinates to zero, with full visibility.
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/// </summary>
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void Init()
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{
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m_X = 0;
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m_Y = 0;
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m_Z = 0;
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m_ColorX = 0;
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//m_ColorY = 0;
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m_VizAdjusted = 1;
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}
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T m_X;
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T m_Y;
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T m_Z;
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T m_ColorX;
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//T m_ColorY;
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T m_VizAdjusted;
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};
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/// <summary>
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/// Comparer used for sorting the results of iteration by their spatial x coordinates.
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/// </summary>
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/// <param name="a">The first point to compare</param>
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/// <param name="b">The second point to compare</param>
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/// <returns>1 if the first point had an x coordinate less than the second point, else 0</returns>
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template <typename T>
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static int SortPointByX(const Point<T>& a, const Point<T>& b)
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{
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return a.m_X < b.m_X;
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}
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/// <summary>
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/// Comparer used for sorting the results of iteration by their spatial y coordinates.
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/// </summary>
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/// <param name="a">The first point to compare</param>
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/// <param name="b">The second point to compare</param>
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/// <returns>1 if the first point had an y coordinate less than the second point, else 0</returns>
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template <typename T>
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static int SortPointByY(const Point<T>& a, const Point<T>& b)
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{
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return a.m_Y < b.m_Y;
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}
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/// <summary>
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/// Thin override of a glm::vec4 which adds a couple of functions
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/// specific to color handling.
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/// </summary>
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template <typename T>
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struct EMBER_API Color : public v4T
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{
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#ifndef _WIN32
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using v4T::r;
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using v4T::g;
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using v4T::b;
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using v4T::a;
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#endif
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public:
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/// <summary>
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/// Constructor to set color values to zero, with full visibility.
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/// </summary>
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Color()
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{
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Reset();
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}
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/// <summary>
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/// Default copy constructor.
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/// </summary>
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/// <param name="color">The Color object to copy</param>
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Color(const Color<T>& color)
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: v4T()
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{
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Color<T>::operator=<T>(color);
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}
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/// <summary>
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/// Copy constructor to copy a Color object of type U.
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/// </summary>
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/// <param name="color">The Color object to copy</param>
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template <typename U>
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Color(const Color<U>& color)
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{
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Color<T>::operator=<U>(color);
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}
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/// <summary>
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/// Default assignment operator.
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/// </summary>
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/// <param name="color">The Color object to copy</param>
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Color<T>& operator = (const Color<T>& color)
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{
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if (this != &color)
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Color<T>::operator=<T>(color);
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return *this;
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}
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/// <summary>
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/// Assignment operator to assign a Color object of type U.
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/// </summary>
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/// <param name="color">The Color object to copy.</param>
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/// <returns>Reference to updated self</returns>
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template <typename U>
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Color<T>& operator = (const Color<U>& color)
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{
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#ifdef _WIN32
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v4T::operator=<U>(color);
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#else
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v4T::template operator=<U>(color);
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#endif
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return *this;
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}
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/// <summary>
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/// Member-wise constructor.
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/// </summary>
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/// <param name="rr">The red value, either 0-1 or 0-255.</param>
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/// <param name="gg">The green value, either 0-1 or 0-255.</param>
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/// <param name="bb">The blue value, either 0-1 or 0-255.</param>
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/// <param name="aa">The alpha value, either 0-1 or 0-255.</param>
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Color(T rr, T gg, T bb, T aa)
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: v4T(rr, gg, bb, aa)
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{
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}
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/// <summary>
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/// Set color values and visibility to zero.
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/// </summary>
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inline void Clear()
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{
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r = 0;
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g = 0;
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b = 0;
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a = 0;
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}
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/// <summary>
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/// Set color values to zero, with full visibility.
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/// </summary>
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/// <param name="norm">If norm is true, the color fields are expected to have a range of 0-1, else 0-255</param>
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inline void Reset(bool norm = true)
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{
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r = 0;
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g = 0;
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b = 0;
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a = norm ? T(1) : T(255);
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}
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};
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}
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