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199 lines
9.0 KiB
199 lines
9.0 KiB
/*****************************************************************************/
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// Copyright 2006 Adobe Systems Incorporated
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// All Rights Reserved.
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//
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// NOTICE: Adobe permits you to use, modify, and distribute this file in
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// accordance with the terms of the Adobe license agreement accompanying it.
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/*****************************************************************************/
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/* $Id: //mondo/dng_sdk_1_4/dng_sdk/source/dng_area_task.h#1 $ */
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/* $DateTime: 2012/05/30 13:28:51 $ */
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/* $Change: 832332 $ */
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/* $Author: tknoll $ */
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/** \file
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* Class to handle partitioning a rectangular image processing operation taking into account multiple processing resources and memory constraints.
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*/
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/*****************************************************************************/
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#ifndef __dng_area_task__
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#define __dng_area_task__
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/*****************************************************************************/
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#include "dng_classes.h"
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#include "dng_point.h"
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#include "dng_types.h"
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/*****************************************************************************/
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/// \brief Abstract class for rectangular processing operations with support for partitioning across multiple processing resources and observing memory constraints.
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class dng_area_task
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{
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protected:
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uint32 fMaxThreads;
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uint32 fMinTaskArea;
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dng_point fUnitCell;
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dng_point fMaxTileSize;
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public:
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dng_area_task ();
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virtual ~dng_area_task ();
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/// Getter for the maximum number of threads (resources) that can be used for processing
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///
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/// \retval Number of threads, minimum of 1, that can be used for this task.
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virtual uint32 MaxThreads () const
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{
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return fMaxThreads;
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}
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/// Getter for minimum area of a partitioned rectangle.
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/// Often it is not profitable to use more resources if it requires partitioning the input into chunks that are too small,
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/// as the overhead increases more than the speedup. This method can be ovreridden for a specific task to indicate the smallest
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/// area for partitioning. Default is 256x256 pixels.
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///
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/// \retval Minimum area for a partitoned tile in order to give performant operation. (Partitions can be smaller due to small inputs and edge cases.)
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virtual uint32 MinTaskArea () const
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{
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return fMinTaskArea;
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}
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/// Getter for dimensions of which partitioned tiles should be a multiple.
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/// Various methods of processing prefer certain alignments. The partitioning attempts to construct tiles such that the
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/// sizes are a multiple of the dimensions of this point.
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///
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/// \retval a point giving preferred alignment in x and y
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virtual dng_point UnitCell () const
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{
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return fUnitCell;
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}
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/// Getter for maximum size of a tile for processing.
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/// Often processing will need to allocate temporary buffers or use other resources that are either fixed or in limited supply.
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/// The maximum tile size forces further partitioning if the tile is bigger than this size.
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///
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/// \retval Maximum tile size allowed for this area task.
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virtual dng_point MaxTileSize () const
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{
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return fMaxTileSize;
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}
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/// Getter for RepeatingTile1.
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/// RepeatingTile1, RepeatingTile2, and RepeatingTile3 are used to establish a set of 0 to 3 tile patterns for which
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/// the resulting partitions that the final Process method is called on will not cross tile boundaries in any of the
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/// tile patterns. This can be used for a processing routine that needs to read from two tiles and write to a third
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/// such that all the tiles are aligned and sized in a certain way. A RepeatingTile value is valid if it is non-empty.
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/// Higher numbered RepeatingTile patterns are only used if all lower ones are non-empty. A RepeatingTile pattern must
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/// be a multiple of UnitCell in size for all constraints of the partitionerr to be met.
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virtual dng_rect RepeatingTile1 () const;
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/// Getter for RepeatingTile2.
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/// RepeatingTile1, RepeatingTile2, and RepeatingTile3 are used to establish a set of 0 to 3 tile patterns for which
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/// the resulting partitions that the final Process method is called on will not cross tile boundaries in any of the
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/// tile patterns. This can be used for a processing routine that needs to read from two tiles and write to a third
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/// such that all the tiles are aligned and sized in a certain way. A RepeatingTile value is valid if it is non-empty.
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/// Higher numbered RepeatingTile patterns are only used if all lower ones are non-empty. A RepeatingTile pattern must
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/// be a multiple of UnitCell in size for all constraints of the partitionerr to be met.
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virtual dng_rect RepeatingTile2 () const;
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/// Getter for RepeatingTile3.
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/// RepeatingTile1, RepeatingTile2, and RepeatingTile3 are used to establish a set of 0 to 3 tile patterns for which
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/// the resulting partitions that the final Process method is called on will not cross tile boundaries in any of the
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/// tile patterns. This can be used for a processing routine that needs to read from two tiles and write to a third
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/// such that all the tiles are aligned and sized in a certain way. A RepeatingTile value is valid if it is non-empty.
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/// Higher numbered RepeatingTile patterns are only used if all lower ones are non-empty. A RepeatingTile pattern must
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/// be a multiple of UnitCell in size for all constraints of the partitionerr to be met.
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virtual dng_rect RepeatingTile3 () const;
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/// Task startup method called before any processing is done on partitions.
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/// The Start method is called before any processing is done and can be overridden to allocate temporary buffers, etc.
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///
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/// \param threadCount Total number of threads that will be used for processing. Less than or equal to MaxThreads.
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/// \param tileSize Size of source tiles which will be processed. (Not all tiles will be this size due to edge conditions.)
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/// \param allocator dng_memory_allocator to use for allocating temporary buffers, etc.
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/// \param sniffer Sniffer to test for user cancellation and to set up progress.
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virtual void Start (uint32 threadCount,
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const dng_point &tileSize,
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dng_memory_allocator *allocator,
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dng_abort_sniffer *sniffer);
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/// Process one tile or fully partitioned area.
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/// This method is overridden by derived classes to implement the actual image processing. Note that the sniffer can be ignored if it is certain that a
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/// processing task will complete very quickly.
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/// This method should never be called directly but rather accessed via Process.
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/// There is no allocator parameter as all allocation should be done in Start.
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///
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/// \param threadIndex 0 to threadCount - 1 index indicating which thread this is. (Can be used to get a thread-specific buffer allocated in the Start method.)
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/// \param tile Area to process.
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/// \param sniffer dng_abort_sniffer to use to check for user cancellation and progress updates.
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virtual void Process (uint32 threadIndex,
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const dng_rect &tile,
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dng_abort_sniffer *sniffer) = 0;
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/// Task computation finalization and teardown method.
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/// Called after all resources have completed processing. Can be overridden to accumulate results and free resources allocated in Start.
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///
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/// \param threadCount Number of threads used for processing. Same as value passed to Start.
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virtual void Finish (uint32 threadCount);
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/// Find tile size taking into account repeating tiles, unit cell, and maximum tile size.
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/// \param area Computation area for which to find tile size.
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/// \retval Tile size as height and width in point.
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dng_point FindTileSize (const dng_rect &area) const;
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/// Handle one resource's worth of partitioned tiles.
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/// Called after thread partitioning has already been done. Area may be further subdivided to handle maximum tile size, etc.
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/// It will be rare to override this method.
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///
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/// \param threadIndex 0 to threadCount - 1 index indicating which thread this is.
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/// \param area Tile area partitioned to this resource.
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/// \param tileSize
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/// \param sniffer dng_abort_sniffer to use to check for user cancellation and progress updates.
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void ProcessOnThread (uint32 threadIndex,
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const dng_rect &area,
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const dng_point &tileSize,
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dng_abort_sniffer *sniffer);
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/// Default resource partitioner that assumes a single resource to be used for processing.
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/// Implementations that are aware of multiple processing resources should override (replace) this method.
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/// This is usually done in dng_host::PerformAreaTask .
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/// \param task The task to perform.
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/// \param area The area on which mage processing should be performed.
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/// \param allocator dng_memory_allocator to use for allocating temporary buffers, etc.
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/// \param sniffer dng_abort_sniffer to use to check for user cancellation and progress updates.
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static void Perform (dng_area_task &task,
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const dng_rect &area,
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dng_memory_allocator *allocator,
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dng_abort_sniffer *sniffer);
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};
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/*****************************************************************************/
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#endif
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/*****************************************************************************/
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