tahoma2d/toonz/sources/stdfx/igs_maxmin_multithread.h

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#pragma once
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#ifndef igs_maxmin_multithread_h
#define igs_maxmin_multithread_h
#include "igs_ifx_common.h" /* igs::image::rgba */
#include "igs_resource_multithread.h"
#include "igs_maxmin_slrender.h"
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namespace igs {
namespace maxmin {
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template <class IT, class RT>
class thread final
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: public igs::resource::thread_execute_interface { /* thread単位の実行設定
*/
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public:
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thread() {}
void setup(
/* 入出力画像 */
const IT *inn, IT *out, int height, int width, int channels
/* Pixel毎に効果の強弱 */
,
const RT *ref /* 求める画像(out)と同じ高、幅、チャンネル数 */
,
const int ref_mode /* 0=R,1=G,2=B,3=A,4=Luminance,5=Nothing */
/* Action Geometry */
,
int y_begin, int y_end, std::vector<int> *lens_offsets_p,
std::vector<int> *lens_sizes_p,
std::vector<std::vector<double>> *lens_ratio_p
,
double radius, double smooth_outer_range, int polygon_number,
double roll_degree
/* Action Type */
,
bool min_sw, bool alpha_rendering_sw, bool add_blend_sw) {
this->inn_ = inn;
this->out_ = out;
this->height_ = height;
this->width_ = width;
this->channels_ = channels;
this->ref_ = ref;
this->ref_mode_ = ref_mode;
this->y_begin_ = y_begin;
this->y_end_ = y_end;
this->lens_offsets_p_ = lens_offsets_p;
this->lens_sizes_p_ = lens_sizes_p;
this->lens_ratio_p_ = lens_ratio_p;
this->radius_ = radius;
this->smooth_outer_range_ = smooth_outer_range;
this->polygon_number_ = polygon_number;
this->roll_degree_ = roll_degree;
this->min_sw_ = min_sw;
this->alpha_rendering_sw_ = alpha_rendering_sw;
this->add_blend_sw_ = add_blend_sw;
igs::maxmin::slrender::resize(
static_cast<int>(this->lens_offsets_p_->size()), this->width_,
(ref != 0 || 4 <= channels) ? true : false, this->pixe_tracks_,
this->alpha_ref_, this->result_);
}
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void run(void) override { /* threadで実行する部分 */
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bool rgb_ren_sw = true;
bool alp_ren_sw = this->alpha_rendering_sw_;
bool add_ble_sw = this->add_blend_sw_;
/* 小さいすぎて処理しない */
if (this->pixe_tracks_.size() <= 1) {
rgb_ren_sw = false;
alp_ren_sw = false;
} // not render,then copy
/* first scanline-->next scanlineで処理するので
channel毎にまとめてループする */
if (igs::image::rgba::siz == this->channels_) {
using namespace igs::image::rgba;
for (int yy = this->y_begin_; yy <= this->y_end_; ++yy) {
this->rendering_sl_ch_(yy, alp, alp_ren_sw, false);
}
for (int yy = this->y_begin_; yy <= this->y_end_; ++yy) {
this->rendering_sl_ch_(yy, blu, rgb_ren_sw, add_ble_sw);
}
for (int yy = this->y_begin_; yy <= this->y_end_; ++yy) {
this->rendering_sl_ch_(yy, gre, rgb_ren_sw, add_ble_sw);
}
for (int yy = this->y_begin_; yy <= this->y_end_; ++yy) {
this->rendering_sl_ch_(yy, red, rgb_ren_sw, add_ble_sw);
}
} else if (igs::image::rgb::siz == this->channels_) {
using namespace igs::image::rgb;
for (int yy = this->y_begin_; yy <= this->y_end_; ++yy) {
this->rendering_sl_ch_(yy, blu, rgb_ren_sw, add_ble_sw);
}
for (int yy = this->y_begin_; yy <= this->y_end_; ++yy) {
this->rendering_sl_ch_(yy, gre, rgb_ren_sw, add_ble_sw);
}
for (int yy = this->y_begin_; yy <= this->y_end_; ++yy) {
this->rendering_sl_ch_(yy, red, rgb_ren_sw, add_ble_sw);
}
} else if (1 == this->channels_) { /* grayscale */
for (int yy = this->y_begin_; yy <= this->y_end_; ++yy) {
this->rendering_sl_ch_(yy, 0, rgb_ren_sw, add_ble_sw);
}
}
}
void clear(void) {
igs::maxmin::slrender::clear(this->pixe_tracks_, this->alpha_ref_,
this->result_);
}
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private:
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const IT *inn_;
IT *out_;
int height_;
int width_;
int channels_;
const RT *ref_;
int ref_mode_;
int y_begin_;
int y_end_;
std::vector<int> *lens_offsets_p_;
std::vector<int> *lens_sizes_p_;
std::vector<std::vector<double>> *lens_ratio_p_;
double radius_;
double smooth_outer_range_;
int polygon_number_;
double roll_degree_;
bool min_sw_;
bool alpha_rendering_sw_;
bool add_blend_sw_;
std::vector<std::vector<double>> pixe_tracks_;
std::vector<double> alpha_ref_;
std::vector<double> result_;
void rendering_sl_ch_(const int yy, const int zz, const bool render_sw,
const bool add_blend_sw) {
if (!render_sw) {
igs::maxmin::getput::copy(this->inn_, this->height_, this->width_,
this->channels_, yy, zz, this->out_);
return;
}
if (yy == this->y_begin_) {
igs::maxmin::getput::get_first(
this->inn_, this->out_, this->height_, this->width_, this->channels_,
this->ref_, this->ref_mode_, yy, zz,
static_cast<int>(this->pixe_tracks_.size() / 2), add_blend_sw,
this->pixe_tracks_, this->alpha_ref_, this->result_);
} else {
igs::maxmin::slrender::shift(this->pixe_tracks_);
igs::maxmin::getput::get_next(
this->inn_, this->out_, this->height_, this->width_, this->channels_,
this->ref_, this->ref_mode_, yy, zz,
static_cast<int>(this->pixe_tracks_.size() / 2), add_blend_sw,
this->pixe_tracks_, this->alpha_ref_, this->result_);
}
igs::maxmin::slrender::render(
this->radius_, this->smooth_outer_range_, this->polygon_number_,
this->roll_degree_, this->min_sw_, *(this->lens_offsets_p_),
*(this->lens_sizes_p_), *(this->lens_ratio_p_), this->pixe_tracks_,
this->alpha_ref_, this->result_);
igs::maxmin::getput::put(this->result_, this->height_, this->width_,
this->channels_, yy, zz, this->out_);
}
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};
}
}
//------------------------------------------------------------
#include "igs_maxmin_lens_matrix.h"
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namespace igs {
namespace maxmin {
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template <class IT, class RT>
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class multithread {
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public:
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multithread(
/* 入出力画像 */
const IT *inn, IT *out, const int height, const int width,
const int channels
/* Pixel毎に効果の強弱 */
,
const RT *ref /* 求める画像(out)と同じ高、幅、チャンネル数 */
,
const int ref_mode /* 0=R,1=G,2=B,3=A,4=Luminance,5=Nothing */
/* Action Geometry */
,
const double radius /* =1.0 0..100...DOUBLE_MAX */
,
const double smooth_outer_range /*=1.0 0..100...DOUBLE_MAX */
,
const int polygon_number /* =2 2...16...INT_MAX */
,
const double roll_degree /* =0.0 0...360...DOUBLE_MAX */
/* Action Type */
,
const bool min_sw /* =false */
,
const bool alpha_rendering_sw /* =true */
,
const bool add_blend_sw /* =false */
/* Speed up */
,
const int number_of_thread /* =1 1...24...INT_MAX */
) {
/*--------------メモリ確保--------------------------*/
igs::maxmin::alloc_and_shape_lens_matrix(
radius, radius + smooth_outer_range, polygon_number, roll_degree,
this->lens_offsets_, this->lens_sizes_, this->lens_ratio_);
/*-------スレッド毎の処理指定-----------------------*/
int thread_num = number_of_thread;
/* ゼロ以下の場合強制変更。そもそもGUIでエラーにすべき */
if (thread_num < 1) {
thread_num = 1;
}
/* 高さより多い場合強制変更。そもそもGUIでエラーにすべき */
if (height < thread_num) {
thread_num = height;
}
/* threadメモリ確保 */
this->threads_.resize(thread_num);
/* thread set */
int yy = 0;
for (int ii = 0; ii < thread_num; ++ii) {
const int y_end =
static_cast<int>(static_cast<double>(height) * (ii + 1) / thread_num +
0.999999) -
1;
this->threads_.at(ii).setup(
inn, out, height, width, channels, ref, ref_mode, yy, y_end,
&(this->lens_offsets_), &(this->lens_sizes_), &(this->lens_ratio_)
,
radius, smooth_outer_range, polygon_number, roll_degree
,
min_sw, alpha_rendering_sw, add_blend_sw);
yy = y_end;
}
/*------スレッド毎のスレッド指定------*/
for (int ii = 0; ii < thread_num; ++ii) {
this->mthread_.add(&(this->threads_.at(ii)));
}
}
void run(void) { this->mthread_.run(); }
void clear() {
this->mthread_.clear();
this->threads_.clear();
this->lens_ratio_.clear();
this->lens_sizes_.clear();
this->lens_offsets_.clear();
}
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private:
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std::vector<int> lens_offsets_;
std::vector<int> lens_sizes_;
std::vector<std::vector<double>> lens_ratio_;
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std::vector<igs::maxmin::thread<IT, RT>> threads_;
igs::resource::multithread mthread_;
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};
}
}
#endif /* !igs_maxmin_multithread_h */