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/*******************************************************************************
* threaddata.cpp
*
* ---------------------------------------------------------------------------
* Persistence of Vision Ray Tracer ('POV-Ray') version 3.7.
* Copyright 1991-2013 Persistence of Vision Raytracer Pty. Ltd.
*
* POV-Ray is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as
* published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
*
* POV-Ray is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
* ---------------------------------------------------------------------------
* POV-Ray is based on the popular DKB raytracer version 2.12.
* DKBTrace was originally written by David K. Buck.
* DKBTrace Ver 2.0-2.12 were written by David K. Buck & Aaron A. Collins.
* ---------------------------------------------------------------------------
* $File: //depot/public/povray/3.x/source/backend/scene/threaddata.cpp $
* $Revision: #1 $
* $Change: 6069 $
* $DateTime: 2013/11/06 11:59:40 $
* $Author: chrisc $
*******************************************************************************/
// frame.h must always be the first POV file included (pulls in platform config)
#include "backend/frame.h"
#include "backend/scene/threaddata.h"
#include "backend/scene/view.h"
#include "backend/scene/scene.h"
#include "backend/scene/objects.h"
#include "backend/shape/fractal.h"
#include "backend/shape/blob.h"
#include "backend/shape/isosurf.h"
#include "backend/texture/texture.h"
#include "backend/vm/fnpovfpu.h"
#include "backend/bounding/bcyl.h"
#include "backend/support/statistics.h"
// this must be the last file included
#include "base/povdebug.h"
namespace pov
{
SceneThreadData::SceneThreadData(shared_ptr<SceneData> sd): sceneData(sd)
{
for(int i = 0 ; i < 4 ; i++)
Fractal_IStack[i] = NULL;
Fractal::Allocate_Iteration_Stack(Fractal_IStack, sceneData->Fractal_Iteration_Stack_Length);
Max_Blob_Queue_Size = 1;
Blob_Coefficient_Count = sceneData->Max_Blob_Components * 5;
Blob_Interval_Count = sceneData->Max_Blob_Components * 2;
Blob_Queue = reinterpret_cast<void **>(POV_MALLOC(sizeof(void **), "Blob Queue"));
Blob_Coefficients = reinterpret_cast<DBL *>(POV_MALLOC(sizeof(DBL) * Blob_Coefficient_Count, "Blob Coefficients"));
Blob_Intervals = new Blob_Interval_Struct [Blob_Interval_Count];
isosurfaceData = reinterpret_cast<ISO_ThreadData *>(POV_MALLOC(sizeof(ISO_ThreadData), "Isosurface Data"));
isosurfaceData->ctx = NULL;
isosurfaceData->current = NULL;
isosurfaceData->cache = false;
isosurfaceData->Inv3 = 1;
isosurfaceData->fmax = 0.0;
isosurfaceData->tl = 0.0;
isosurfaceData->Vlength = 0.0;
functionContext = sceneData->functionVM->NewContext(this);
functionPatternContext.resize(sceneData->functionPatternCount);
BCyl_Intervals = POV_MALLOC (4*sceneData->Max_Bounding_Cylinders*sizeof(BCYL_INT), "lathe intersection list");
BCyl_RInt = POV_MALLOC (2*sceneData->Max_Bounding_Cylinders*sizeof(BCYL_INT), "lathe intersection list");
BCyl_HInt = POV_MALLOC (2*sceneData->Max_Bounding_Cylinders*sizeof(BCYL_INT), "lathe intersection list");
Facets_Last_Seed = 0x80000000;
timeType = kUnknownTime;
cpuTime = 0;
realTime = 0;
qualityFlags = QUALITY_9;
for(vector<LightSource *>::iterator it = sceneData->lightSources.begin(); it != sceneData->lightSources.end(); it++)
lightSources.push_back(static_cast<LightSource *> (Copy_Object(*it))) ;
// all of these are for photons
LightSource *photonLight = NULL;
ObjectPtr photonObject = NULL;
litObjectIgnoresPhotons = false;
hitObject = false; // did we hit the target object? (for autostop)
photonSpread = 0.0; // photon spread (in radians)
photonDepth = 0.0; // total distance from light to intersection
passThruThis = false; // is this a pass-through object?
passThruPrev = false; // was the previous object pass-through?
Light_Is_Global = false; // is the current light global? (not part of a light_group?)
CrCache_MaxAge = 1;
progress_index = 0;
surfacePhotonMap = new PhotonMap();
mediaPhotonMap = new PhotonMap();
// advise the crackle cache's unordered_map that we don't mind hash collisions
// while this is a very high load factor, the simple fact is that the cost of
// allocating memory at render time (each insert into the table requires an alloc
// as the container doesn't pre-emptively allocate, unlike e.g. std::vector) is
// quite high, particularly when we have multiple threads contending for the heap
// lock.
Crackle_Cache.max_load_factor(50.0);
numberOfWaves = sd->numberOfWaves;
Initialize_Waves(waveFrequencies, waveSources, numberOfWaves);
}
SceneThreadData::~SceneThreadData()
{
sceneData->functionVM->DeleteContext(functionContext);
POV_FREE(BCyl_HInt);
POV_FREE(BCyl_RInt);
POV_FREE(BCyl_Intervals);
POV_FREE(Blob_Coefficients);
POV_FREE(Blob_Queue);
POV_FREE(isosurfaceData);
Fractal::Free_Iteration_Stack(Fractal_IStack);
delete surfacePhotonMap;
delete mediaPhotonMap;
delete[] Blob_Intervals;
for(vector<LightSource *>::iterator it = lightSources.begin(); it != lightSources.end(); it++)
Destroy_Object(*it);
}
void SceneThreadData::AfterTile()
{
Crackle_Cache_Type::iterator it;
// this serves as a render block index
progress_index++;
// probably we ought to have a means for the end-user to choose the preferred maximum bytes reserved for the cache
// for now, we have hard-coded values. we also do not discard any entries that are from the current block, even if
// the cache size is exceeded. also, note that the cache size is per-thread. finally, don't forget that erasing
// elements doesn't in and of itself return the freed memory to the heap.
if (Crackle_Cache.size() * sizeof(Crackle_Cache_Type::value_type) < 15 * 1024 * 1024)
return;
while (Crackle_Cache.size() * sizeof(Crackle_Cache_Type::value_type) > 10 * 1024 * 1024)
{
// search the cache for the oldest entries
int oldest = std::numeric_limits<int>::max();
for (it = Crackle_Cache.begin(); it != Crackle_Cache.end(); it++)
if (it->second.last_used < oldest)
oldest = (int) it->second.last_used;
// don't remove any entries from the most recent block
if (oldest == progress_index - 1)
break;
for (it = Crackle_Cache.begin(); it != Crackle_Cache.end(); )
{
if (it->second.last_used == oldest)
{
it = Crackle_Cache.erase(it);
continue;
}
it++;
}
}
}
ViewThreadData::ViewThreadData(ViewData *vd) :
SceneThreadData(vd->GetSceneData()),
viewData(vd)
{
}
ViewThreadData::~ViewThreadData()
{
}
unsigned int ViewThreadData::GetWidth() const
{
return viewData->GetWidth();
}
unsigned int ViewThreadData::GetHeight() const
{
return viewData->GetHeight();
}
const POVRect& ViewThreadData::GetRenderArea()
{
return viewData->GetRenderArea();
}
}
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