Fix for OSL memory leak. The context creation for OSL is now done in the shader_setup_* functions, since it should specific to the sample being worked on. The the context release then happens in the kernel_shader functions after shader evaluation is done. Care has to be taken to ensure the shader_release function is also called in cases where the path integration is cancelled early, this was the main cause for unreleased contexts and subsequent new allocations.

This commit is contained in:
Lukas Toenne 2012-09-05 08:12:22 +00:00
parent 99fcec3334
commit f3a91f461c
5 changed files with 57 additions and 17 deletions

@ -63,6 +63,8 @@ __device void kernel_shader_evaluate(KernelGlobals *kg, uint4 *input, float4 *ou
out = shader_eval_background(kg, &sd, flag);
}
shader_release(kg, &sd);
/* write output */
output[i] = make_float4(out.x, out.y, out.z, 0.0f);
}

@ -209,6 +209,8 @@ __device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ra
if(ray->t != FLT_MAX)
ray->D = normalize_len(Pend - ray->P, &ray->t);
shader_release(kg, &sd);
bounce++;
}
}
@ -294,8 +296,10 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
L_transparent += average(holdout_weight*throughput);
}
if(sd.flag & SD_HOLDOUT_MASK)
if(sd.flag & SD_HOLDOUT_MASK) {
shader_release(kg, &sd);
break;
}
}
#endif
@ -313,8 +317,10 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
float probability = path_state_terminate_probability(kg, &state, throughput);
float terminate = path_rng(kg, rng, sample, rng_offset + PRNG_TERMINATE);
if(terminate >= probability)
if(terminate >= probability) {
shader_release(kg, &sd);
break;
}
throughput /= probability;
@ -380,8 +386,10 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
#endif
/* no BSDF? we can stop here */
if(!(sd.flag & SD_BSDF))
if(!(sd.flag & SD_BSDF)) {
shader_release(kg, &sd);
break;
}
/* sample BSDF */
float bsdf_pdf;
@ -486,8 +494,10 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
float probability = path_state_terminate_probability(kg, &state, throughput);
float terminate = path_rng(kg, rng, sample, rng_offset + PRNG_TERMINATE);
if(terminate >= probability)
if(terminate >= probability) {
shader_release(kg, &sd);
break;
}
throughput /= probability;
@ -554,8 +564,10 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
#endif
/* no BSDF? we can stop here */
if(!(sd.flag & SD_BSDF))
if(!(sd.flag & SD_BSDF)) {
shader_release(kg, &sd);
break;
}
/* sample BSDF */
float bsdf_pdf;
@ -661,8 +673,10 @@ __device float4 kernel_path_non_progressive(KernelGlobals *kg, RNG *rng, int sam
L_transparent += average(holdout_weight*throughput);
}
if(sd.flag & SD_HOLDOUT_MASK)
if(sd.flag & SD_HOLDOUT_MASK) {
shader_release(kg, &sd);
break;
}
}
#endif
@ -682,8 +696,10 @@ __device float4 kernel_path_non_progressive(KernelGlobals *kg, RNG *rng, int sam
float probability = path_state_terminate_probability(kg, &state, throughput);
float terminate = path_rng(kg, rng, sample, rng_offset + PRNG_TERMINATE);
if(terminate >= probability)
if(terminate >= probability) {
shader_release(kg, &sd);
break;
}
throughput /= probability;
}

@ -46,6 +46,11 @@ CCL_NAMESPACE_BEGIN
__device_inline void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
const Intersection *isect, const Ray *ray)
{
#ifdef __OSL__
if (kernel_osl_use(kg))
OSLShader::init(kg, sd);
#endif
/* fetch triangle data */
int prim = kernel_tex_fetch(__prim_index, isect->prim);
float4 Ns = kernel_tex_fetch(__tri_normal, prim);
@ -129,6 +134,11 @@ __device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
const float3 P, const float3 Ng, const float3 I,
int shader, int object, int prim, float u, float v, float t, float time)
{
#ifdef __OSL__
if (kernel_osl_use(kg))
OSLShader::init(kg, sd);
#endif
/* vectors */
sd->P = P;
sd->N = Ng;
@ -233,6 +243,8 @@ __device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
__device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd,
int object, int prim, float u, float v)
{
/* Note: no OSLShader::init call here, this is done in shader_setup_from_sample! */
float3 P, Ng, I = make_float3(0.0f, 0.0f, 0.0f);
int shader;
@ -251,6 +263,11 @@ __device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd,
__device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData *sd, const Ray *ray)
{
#ifdef __OSL__
if (kernel_osl_use(kg))
OSLShader::init(kg, sd);
#endif
/* vectors */
sd->P = ray->D;
sd->N = -sd->P;

@ -204,10 +204,9 @@ void OSLShader::eval_surface(KernelGlobals *kg, ShaderData *sd, float randb, int
OSL::ShadingSystem *ss = kg->osl.ss;
OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::ShadingContext *ctx = ss->get_context(tdata->thread_info);
OSL::ShadingContext *ctx = (OSL::ShadingContext *)sd->osl_ctx;
/* setup shader globals from shader data */
sd->osl_ctx = ctx;
shaderdata_to_shaderglobals(kg, sd, path_flag, globals);
/* execute shader for this point */
@ -262,10 +261,9 @@ float3 OSLShader::eval_background(KernelGlobals *kg, ShaderData *sd, int path_fl
OSL::ShadingSystem *ss = kg->osl.ss;
OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::ShadingContext *ctx = ss->get_context(tdata->thread_info);
OSL::ShadingContext *ctx = (OSL::ShadingContext *)sd->osl_ctx;
/* setup shader globals from shader data */
sd->osl_ctx = ctx;
shaderdata_to_shaderglobals(kg, sd, path_flag, globals);
/* execute shader for this point */
@ -339,10 +337,9 @@ void OSLShader::eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int
OSL::ShadingSystem *ss = kg->osl.ss;
OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::ShadingContext *ctx = ss->get_context(tdata->thread_info);
OSL::ShadingContext *ctx = (OSL::ShadingContext *)sd->osl_ctx;
/* setup shader globals from shader data */
sd->osl_ctx = ctx;
shaderdata_to_shaderglobals(kg, sd, path_flag, globals);
/* execute shader */
@ -363,10 +360,9 @@ void OSLShader::eval_displacement(KernelGlobals *kg, ShaderData *sd)
OSL::ShadingSystem *ss = kg->osl.ss;
OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::ShadingContext *ctx = ss->get_context(tdata->thread_info);
OSL::ShadingContext *ctx = (OSL::ShadingContext *)sd->osl_ctx;
/* setup shader globals from shader data */
sd->osl_ctx = ctx;
shaderdata_to_shaderglobals(kg, sd, 0, globals);
/* execute shader */
@ -379,7 +375,15 @@ void OSLShader::eval_displacement(KernelGlobals *kg, ShaderData *sd)
sd->P = TO_FLOAT3(globals->P);
}
void OSLShader::release(KernelGlobals *kg, const ShaderData *sd)
void OSLShader::init(KernelGlobals *kg, ShaderData *sd)
{
OSL::ShadingSystem *ss = kg->osl.ss;
OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
sd->osl_ctx = ss->get_context(tdata->thread_info);
}
void OSLShader::release(KernelGlobals *kg, ShaderData *sd)
{
OSL::ShadingSystem *ss = kg->osl.ss;

@ -79,7 +79,8 @@ public:
const float3 omega_in, const float3 omega_out);
/* release */
static void release(KernelGlobals *kg, const ShaderData *sd);
static void init(KernelGlobals *kg, ShaderData *sd);
static void release(KernelGlobals *kg, ShaderData *sd);
};
CCL_NAMESPACE_END