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.TH "icetStrategy" "3" "September 26, 2014" "\fBIceT \fPReference" "\fBIceT \fPReference"
.SH NAME
\fBicetStrategy \-\- set the strategy used to composite images.\fP
.PP
.SH Synopsis
.PP
#include <IceT.h>
.PP
.TS H
l l l .
void \fBicetStrategy\fP( IceTEnum \fIstrategy\fP );
.TE
.PP
.SH Description
.PP
The \fBIceT \fPAPI comes packaged with several algorithms for compositing
images. The algorithm to use is determined by selecting a
\fIstrategy\fP\&.
The strategy is selected with \fBicetStrategy\fP\&.
A
strategy must be selected before \fBicetDrawFrame\fP,
\fBicetCompositeImage\fP,
or \fBicetGLDrawFrame\fP
is called.
.PP
A strategy is chosen from one of the following provided enumerated
values:
.PP
.TP
\fBICET_STRATEGY_SEQUENTIAL\fP
Basically applies a ``traditional\&'' single tile composition (such as
binary swap) to each tile in the order they were defined. Because each
process must take part in the composition of each tile regardless of
whether they draw into it, this strategy is usually inefficient when
compositing for more than one tile, but is recommended for the single
tile case because it bypasses some of the communication necessary for
the other multi\-tile strategies.
.TP
\fBICET_STRATEGY_DIRECT\fP
As each process renders an image
for a tile, that image is sent directly to the process that will
display that tile. This usually results in a few processes receiving
and processing the majority of the data, and is therefore usually an
inefficient strategy.
.TP
\fBICET_STRATEGY_SPLIT\fP
Like \fBICET_STRATEGY_DIRECT\fP,
except that the tiles are split up, and each process is assigned a
piece of a tile in such a way that each process receives and handles
about the same amount of data. This strategy is often very efficient,
but due to the large amount of messages passed, it has not proven to be
very scalable or robust.
.TP
\fBICET_STRATEGY_REDUCE\fP
A two phase algorithm. In the
first phase, tile images are redistributed such that each process has
one image for one tile. In the second phase, a ``traditional\&'' single
tile composition is performed for each tile. Since each process
contains an image for only one tile, all these compositions may happen
simultaneously. This is a well rounded strategy that seems to perform
well in a wide variety of multi\-tile applications. (However, in the
special case where only one tile is defined, the sequential strategy is
probably better.)
.TP
\fBICET_STRATEGY_VTREE\fP
An extension to the binary tree
algorithm for image composition. Sets up a ``virtual\&'' composition
tree for each tile image. Processes that belong to multiple trees
(because they render to more than one tile) are allowed to float
between trees. This strategy is not quite as well load balanced as
\fBICET_STRATEGY_REDUCE\fP
or \fBICET_STRATEGY_SPLIT\fP,
but
has very well behaved network communication.
.PP
Not all of the strategies support ordered image composition.
\fBICET_STRATEGY_SEQUENTIAL\fP,
\fBICET_STRATEGY_DIRECT\fP,
and
\fBICET_STRATEGY_REDUCE\fP
do support ordered image composition.
\fBICET_STRATEGY_SPLIT\fP
and \fBICET_STRATEGY_VTREE\fP
do not
support ordered image composition and will ignore
\fBICET_ORDERED_COMPOSITE\fP
if it is enabled.
.PP
Some of the strategies, namely \fBICET_STRATEGY_SEQUENTIAL\fP
and
\fBICET_STRATEGY_REDUCE\fP,
use a sub\-strategy that composites the
image for a single tile. This single image strategy can also be
specified with \fBicetSingleImageStrategy\fP\&.
.PP
.SH Errors
.PP
.TP
\fBICET_INVALID_ENUM\fP
The \fIstrategy\fP
argument does not represent a valid strategy.
.PP
.SH Warnings
.PP
None.
.PP
.SH Bugs
.PP
None known.
.PP
.SH Copyright
Copyright (C)2003 Sandia Corporation
.PP
Under the terms of Contract DE\-AC04\-94AL85000 with Sandia Corporation, the
U.S. Government retains certain rights in this software.
.PP
This source code is released under the New BSD License.
.PP
.SH See Also
.PP
\fIicetCompositeImage\fP(3),
\fIicetDrawFrame\fP(3),
\fIicetGetStrategyName\fP(3),
\fIicetGLDrawFrame\fP(3),
\fIicetSingleImageStrategy\fP(3)
.PP
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