Final Fix T41222 Blender gives weird ouput when baking (4096*4096) resolution on GPU

It now uses the tile size to split the job. For CPU this may add
overhead, but for GPU this is highly needed.

Reviewers: sergey

Differential Revision: https://developer.blender.org/D690
This commit is contained in:
Dalai Felinto 2014-07-31 20:04:57 -03:00
parent 2c5b6859d9
commit 983cbafd18
4 changed files with 80 additions and 51 deletions

@ -529,6 +529,7 @@ void BlenderSession::bake(BL::Object b_object, const string& pass_type, BL::Bake
SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_scene, b_v3d, b_rv3d, scene->camera, width, height);
scene->bake_manager->set_shader_limit((size_t)b_engine.tile_x(), (size_t)b_engine.tile_y());
scene->bake_manager->set_baking(true);
/* set number of samples */

@ -95,6 +95,7 @@ BakeManager::BakeManager()
m_bake_data = NULL;
m_is_baking = false;
need_update = true;
m_shader_limit = 512 * 512;
}
BakeManager::~BakeManager()
@ -119,74 +120,98 @@ BakeData *BakeManager::init(const int object, const size_t tri_offset, const siz
return m_bake_data;
}
void BakeManager::set_shader_limit(const size_t x, const size_t y)
{
m_shader_limit = x * y;
m_shader_limit = pow(2, ceil(log(m_shader_limit)/log(2)));
}
bool BakeManager::bake(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress, ShaderEvalType shader_type, BakeData *bake_data, float result[])
{
size_t limit = bake_data->size();
size_t num_pixels = bake_data->size();
/* setup input for device task */
device_vector<uint4> d_input;
uint4 *d_input_data = d_input.resize(limit * 2);
size_t d_input_size = 0;
progress.reset_sample();
this->num_parts = 0;
for(size_t i = 0; i < limit; i++) {
d_input_data[d_input_size++] = bake_data->data(i);
d_input_data[d_input_size++] = bake_data->differentials(i);
/* calculate the total parts for the progress bar */
for(size_t shader_offset = 0; shader_offset < num_pixels; shader_offset += m_shader_limit) {
size_t shader_size = fminf(num_pixels - shader_offset, m_shader_limit);
DeviceTask task(DeviceTask::SHADER);
task.shader_w = shader_size;
this->num_parts += device->get_split_task_count(task);
}
if(d_input_size == 0)
return false;
this->num_samples = is_aa_pass(shader_type)? scene->integrator->aa_samples : 1;
/* run device task */
device_vector<float4> d_output;
d_output.resize(limit);
for(size_t shader_offset = 0; shader_offset < num_pixels; shader_offset += m_shader_limit) {
size_t shader_size = fminf(num_pixels - shader_offset, m_shader_limit);
/* needs to be up to data for attribute access */
device->const_copy_to("__data", &dscene->data, sizeof(dscene->data));
/* setup input for device task */
device_vector<uint4> d_input;
uint4 *d_input_data = d_input.resize(shader_size * 2);
size_t d_input_size = 0;
device->mem_alloc(d_input, MEM_READ_ONLY);
device->mem_copy_to(d_input);
device->mem_alloc(d_output, MEM_WRITE_ONLY);
for(size_t i = shader_offset; i < (shader_offset + shader_size); i++) {
d_input_data[d_input_size++] = bake_data->data(i);
d_input_data[d_input_size++] = bake_data->differentials(i);
}
DeviceTask task(DeviceTask::SHADER);
task.shader_input = d_input.device_pointer;
task.shader_output = d_output.device_pointer;
task.shader_eval_type = shader_type;
task.shader_x = 0;
task.shader_w = d_output.size();
task.num_samples = is_aa_pass(shader_type)? scene->integrator->aa_samples: 1;
task.get_cancel = function_bind(&Progress::get_cancel, &progress);
task.update_progress_sample = function_bind(&Progress::increment_sample_update, &progress);
if(d_input_size == 0) {
m_is_baking = false;
return false;
}
this->num_parts = device->get_split_task_count(task);
this->num_samples = task.num_samples;
/* run device task */
device_vector<float4> d_output;
d_output.resize(shader_size);
device->task_add(task);
device->task_wait();
/* needs to be up to data for attribute access */
device->const_copy_to("__data", &dscene->data, sizeof(dscene->data));
if(progress.get_cancel()) {
device->mem_alloc(d_input, MEM_READ_ONLY);
device->mem_copy_to(d_input);
device->mem_alloc(d_output, MEM_WRITE_ONLY);
DeviceTask task(DeviceTask::SHADER);
task.shader_input = d_input.device_pointer;
task.shader_output = d_output.device_pointer;
task.shader_eval_type = shader_type;
task.shader_x = 0;
task.shader_w = d_output.size();
task.num_samples = this->num_samples;
task.get_cancel = function_bind(&Progress::get_cancel, &progress);
task.update_progress_sample = function_bind(&Progress::increment_sample_update, &progress);
device->task_add(task);
device->task_wait();
if(progress.get_cancel()) {
device->mem_free(d_input);
device->mem_free(d_output);
m_is_baking = false;
return false;
}
device->mem_copy_from(d_output, 0, 1, d_output.size(), sizeof(float4));
device->mem_free(d_input);
device->mem_free(d_output);
m_is_baking = false;
return false;
}
device->mem_copy_from(d_output, 0, 1, d_output.size(), sizeof(float4));
device->mem_free(d_input);
device->mem_free(d_output);
/* read result */
int k = 0;
/* read result */
int k = 0;
float4 *offset = (float4*)d_output.data_pointer;
float4 *offset = (float4*)d_output.data_pointer;
size_t depth = 4;
for(size_t i=shader_offset; i < (shader_offset + shader_size); i++) {
size_t index = i * depth;
float4 out = offset[k++];
size_t depth = 4;
for(size_t i = 0; i < limit; i++) {
size_t index = i * depth;
float4 out = offset[k++];
if(bake_data->is_valid(i)) {
for(size_t j=0; j < 4; j++) {
result[index + j] = out[j];
if(bake_data->is_valid(i)) {
for(size_t j=0; j < 4; j++) {
result[index + j] = out[j];
}
}
}
}

@ -60,6 +60,8 @@ public:
BakeData *init(const int object, const size_t tri_offset, const size_t num_pixels);
void set_shader_limit(const size_t x, const size_t y);
bool bake(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress, ShaderEvalType shader_type, BakeData *bake_data, float result[]);
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
@ -76,6 +78,7 @@ public:
private:
BakeData *m_bake_data;
bool m_is_baking;
size_t m_shader_limit;
};
CCL_NAMESPACE_END

@ -454,8 +454,8 @@ bool RE_bake_engine(
engine->resolution_y = re->winy;
RE_parts_init(re, false);
engine->tile_x = re->partx;
engine->tile_y = re->party;
engine->tile_x = re->r.tilex;
engine->tile_y = re->r.tiley;
/* update is only called so we create the engine.session */
if (type->update)