Commit Graph

782 Commits

Author SHA1 Message Date
Lukas Stockner
6995b4d8d9 Cycles: Adding Hilbert Spiral as a tile order for rendering
This patch adds the "Hilbert Spiral", a custom-designed continuous space-filling curve, as a tile order for rendering in Cycles.
It essentially works by dividing the tiles into tile blocks which are processed in a spiral outwards from the center. Inside each
block, the tiles are processed in a regular Hilbert curve pattern. By rotating that pattern according to the spiral direction,
a continuous curve is obtained, which helps with cache coherency and therefore rendering speed.

The curve is a compromise between the faster-rendering Bottom-to-Top etc. orders and the Center order, which is a bit slower,
but starts with the more important areas. The Hilbert Spiral also starts in the center (unless huge tiles are used) and is still
marginally slower than Bottom-to-Top, but noticeably faster than Center.

Reviewers: sergey, #cycles, dingto

Reviewed By: #cycles, dingto

Subscribers: iscream, gregzaal, sergey, mib2berlin

Differential Revision: https://developer.blender.org/D1166
2016-01-10 00:13:53 +01:00
Sergey Sharybin
772a3dab21 Cycles: Update some types used form OSL
Some types were deprecated back in 2013, better to be prepared earlier for those
types being removed from upstream.
2016-01-07 13:15:30 +05:00
Sergey Sharybin
9f2d33a652 Cycles: Fix wrong transparency flag being set to integrator
Patch from be28706 made it so integrator will use last shader's transparent
shadow flag, which is wrong since last shader might not have transparent
shadow while shaders prior to it might have one.
2016-01-07 11:45:13 +05:00
Thomas Dinges
db72639e1f Cleanup: Fix Cycles compile warning on MSVC. 2016-01-07 00:26:26 +01:00
Thomas Dinges
83e73a2100 Cycles: Refactor how we pass bounce info to light path node.
This commit changes the way how we pass bounce information to the Light
Path node. Instead of manualy copying the bounces into ShaderData, we now
directly pass PathState. This reduces the arguments that we need to pass
around and also makes it easier to extend the feature.

This commit also exposes the Transmission Bounce Depth to the Light Path
node. It works similar to the Transparent Depth Output: Replace a
Transmission lightpath after X bounces with another shader, e.g a Diffuse
one. This can be used to avoid black surfaces, due to low amount of max
bounces.

Reviewed by Sergey and Brecht, thanks for some hlp with this.

I tested compilation and usage on CPU (SVM and OSL), CUDA, OpenCL Split
and Mega kernel. Hopefully this covers all devices. :)
2016-01-06 23:43:29 +01:00
Sergey Sharybin
5d564da3b6 Cycles: Fix memory leak in shader graph when bump graph is used 2016-01-05 21:18:02 +05:00
Sergey Sharybin
2cdd4a5467 Cycles: Fix access uninitialized SVM stack caused by recent optimization 2016-01-04 17:11:52 +05:00
Sergey Sharybin
a3df65dea8 Fix T47008: OSL Memory Corruption (Use after free)
The issue was caused by OSL using TLS which is required to be freed before the
Cycles session is freed. This is quite tricky to do in Cycles because different
render session are sharing the same task scheduler, so when one session is being
freed TLS might need to be active still.

In order to solve this, we are now doing JIT optimization ahead of the time
which ensures either TLS of JIT is freed before the render on multi-core system
or freed on OSLRenderSession destroy on single-core system.

This might increase synchronization time due to JIT of unused function, but
that we can solve later with some smart idea,
2016-01-03 18:28:33 +05:00
Lukas Stockner
b1a7fc2c51 Cycles: Force bottom-to-top tile order for viewport rendering
This commit overrides the user's choice of tile order in the case of viewport rendering and always uses bottom-to-top instead.
This was already done until the TileManager redesign, but since it removed the distinction between viewport and regular rendering
in the manager, the viewport was now also using the selected order. Since this requires sorting of the generated tiles,
it slows down rendering a bit. With the forced bottom-to-top order, this sorting step can now be avoided again.

Since the tile order is invisible anyways for viewport rendering, this commit won't have any impact on users (apart from a slight speedup).
2016-01-02 01:15:26 +01:00
Lukas Stockner
5c682a901b Cycles: Add Saw option to the wave texture
This commit adds "Bands Saw" and "Rings Saw" to the options for the Wave texture node in Cycles, behaving similar to the Saw option in BI textures.
Requested by @cekuhnen on BA.

Reviewers: dingto, sergey

Subscribers: cekuhnen

Differential Revision: https://developer.blender.org/D1699
2016-01-01 23:25:37 +01:00
Sergey Sharybin
ade35bac93 Cycles: Implement rolling shutter effect
This is an attempt to emulate real CMOS cameras which reads sensor by scanlines
and hence different scanlines are sampled at a different moment in time, which
causes so called rolling shutter effect. This effect will, for example, make
vertical straight lines being curved when doing horizontal camera pan.

This is controlled by the Shutter Type option in the Motion Blur panel.

Additionally, since scanline sampling is not instantaneous it's possible to have
motion blur on top of rolling shutter.

This is controlled by the Rolling Shutter Time slider which controls balance
between pure rolling shutter effect and pure motion blur effect.

Reviewers: brecht, juicyfruit, dingto, keir

Differential Revision: https://developer.blender.org/D1624
2015-12-31 20:44:27 +05:00
Sergey Sharybin
c81e6ffdf9 Fix T46915: Non-intuitive behavior of Vector Curve Mapping node
Vector mapping node was doing some weird mapping of both original and mapped
coordinates. Mapping of original coordinates was caused by the clamping nature
of the LUT generated from the node. Mapping of the mapped value again was quite
totally obscure -- one needed to constantly keep in mind that actual value will
be scaled up and moved down.

This commit makes it so values in the vector curve mapping are always absolute.
In fact, it is now behaving quite the same as RGB curve mapping node and the
code could be de-duplicated. Keeping the code duplicated for a bit so it's more
clear what exact parts of the node changed.

Reviewers: brecht

Subscribers: bassamk

Differential Revision: https://developer.blender.org/D1672
2015-12-31 20:40:22 +05:00
Sergey Sharybin
99da8e1ed8 Cycles: Fix viewport rendering with multiple GPU devices 2015-12-31 17:49:25 +05:00
Sergey Sharybin
0b4abd08b3 Cycles: Experiment with use of runtime tag instead of set for SVM generation
This gives about 2x speedup (3.2sec vs. 11.9sec with 32716 handled nodes) when
updating shader for the shader tree.

Reviewers: brecht, juicyfruit, dingto, lukasstockner97

Differential Revision: https://developer.blender.org/D1700
2015-12-31 15:58:18 +05:00
Sergey Sharybin
f5c978074c Cycles: Code cleanup: use scoped timer to measure parts of SVM compiler 2015-12-30 19:35:21 +05:00
Sergey Sharybin
4d2eb42cfd Cycles: Wrap SVM compiler state variables into a single struct
This way it's easier to pass stuff around and also much easier to add more
state variables.

So far should be no functional changes for artists.
2015-12-30 19:21:19 +05:00
Sergey Sharybin
a6b67ca802 Cycles: Add timing information to the SVM compiler stats 2015-12-29 21:20:10 +05:00
Sergey Sharybin
aff9fd60bc Cycles: Optimize nodes deduplication routines
The idea is to have separate sets per node name in order to speed up the
comparison process. This will use a bit more memory and slow down simple
shaders, but this extra memory is not so much huge and time penalty is
not really measurable (at least from initial tests).

This saves orders of magnitude seconds when de-duplicating 17K nodes and
overall process now takes 0.01sec on my laptop,
2015-12-29 20:27:00 +05:00
Sergey Sharybin
3482cdb136 Cycles: Remove assert which is no longer valid
Was a left-over since 5b33115.
2015-12-29 19:19:53 +05:00
Sergey Sharybin
1a246afe03 Cycles: Use different approach for SVM summary report
Use Summary structure to collect all summary related on the shader compilation
process which then could be either simply reported to the log or be passed to
some user interface or so.

This is type of the summary / report which is most flexible and useful and
something we could use for other parts like shader optimization.
2015-12-28 19:42:37 +05:00
Sergey Sharybin
18ccc6f960 Cycles: Log basic statistics of SVM compilation process 2015-12-28 19:01:07 +05:00
Sergey Sharybin
738f6d8127 Cycles: Implement node deduplication routines
The idea of this commit is to merge nodes which has identical settings
and matching inputs into a single node in order to minimize number of
SVM instructions.

This is quite simple bottom-top graph traversal and the trickiest part
is how to compare node settings without too much trouble which seems to
be solved is quite clean way.

Still possibilities for further improvements:

- Support comparison of BSDF nodes
- Support comparison of volume nodes
- Support comparison of curve mapping/ramp nodes

Reviewers: brecht, juicyfruit, dingto

Differential Revision: https://developer.blender.org/D1673
2015-12-28 16:37:48 +05:00
Thomas Dinges
83addc0a1d Cleanup: SubsurfaceScatteringNode is a subclass of BsdfNode, no need to set the value again. 2015-12-25 11:58:52 +01:00
Lukas Stockner
8e07b87866 Cycles: Fix Tile access in the TileManager for viewport rendering
- When rendering in the Viewport, next_tile is sometimes called after a reset has been performed, but before
  new tiles were generated. In that case, the tile list would be invalid, causing Blender to crash randomly.
- When generating new tiles, the TileManager would not clear the tile lists before re-generating them, leading
  to some tiles being skipped during viewport rendering.
- When popping the next tile from a tile list, a reference to the just-deleted object would be returned, now the
  object is copied before deleting it.
2015-12-24 01:42:59 +01:00
Thomas Dinges
059b7a81e2 Cycles: Implement constant fold for the ConvertNode.
This way socket type conversions (such as color to float, or float to vector) do not stop the folding process.
Example: http://www.pasteall.org/pic/show.php?id=96803 (selected nodes are folded).
2015-12-23 21:48:19 +01:00
Lukas Stockner
548eb9eb4b Cycles: Sort tiles in rendering order at construction time
This commit modifies the TileManager to sort render tiles once after tiling the image,
instead of searching the next tile every time a new tile is acquired by a device.

This makes acquiring a tile run in constant time, therefore the render time is linear
w.r.t. the amount of tiles, instead of the quadratic dependency before.

Furthermore, each (logical) device now has its own Tile list, which makes acquiring
a tile for a specific device easier.
Also, some code in the TileManager was deduplicated.

Reviewers: dingto, sergey

Differential Revision: https://developer.blender.org/D1684
2015-12-23 13:14:36 +01:00
Thomas Dinges
887829e3d8 Cleanup: Remove comments, now that we have the dedicated constant fold functions, it's obvious. 2015-12-22 14:02:57 +01:00
Thomas Dinges
377b52be2e Cycles: Constant fold for the Gamma Node. 2015-12-22 13:53:13 +01:00
Sergey Sharybin
5b33115070 Cycles: Fix wrong assert failure happening after recent de-duplicate
This is actually intended behavior to return NULL when the socket is not
found. It's used in certain BSDF nodes to query whether some inputs exists
or not.

Perhaps we can be more explicit here and have dedicated logic to query
socket existance and keep assert in place.

In any case, even if we lost assert() for the constant fold now it's
still somewhat better than duplicated code. Perhaps.
2015-12-15 21:01:56 +05:00
Sergey Sharybin
baaf10cb26 Cycles: De-duplicate utility functions in ccl::Graph 2015-12-15 20:04:35 +05:00
Sergey Sharybin
19dba67d15 Cycles: Comment out unused arguments 2015-12-09 18:38:02 +05:00
Thomas Dinges
a3d774e4c9 Cycles: Fold Value and RGB node as well.
This way, connecting Value or RGB node to e.g. a Math node will still allow folding.

Note: The same should be done for the ConvertNode, but I leave that for another day.
2015-12-06 23:47:38 +01:00
Sergey Sharybin
ed5dbb0a7b Cycles: Implement extrapolation for RGB curves
Previously RGB Curves node will clamp input to 0..1 which is rather useless
when one wants to use HDR image textures and do bit of correction on them.

Now kernel code supports extrapolation of baked LUT based on first/last two
table points and performs linear extrapolation.

The only tricky part is to guess the range to bake the LUT for. Currently
it's using simple approach -- minmax of the input curves. While this behaves
ok for the simple cases it's easy to trick the system up causing incorrect
results.

Not sure we can solve those issues in a general case and since the new code
is giving more expected results it's not that bad actually. In the worst
case artist migh always create explicit point to make sure LUT is created
for the needed HDR range.

Reviewers: brecht, juicyfruit

Subscribers: sebastian_k

Differential Revision: https://developer.blender.org/D1658
2015-12-06 01:21:14 +05:00
Sergey Sharybin
6552d5bebd Cycles: Avoid recursion when doing constant fold
This reduces stress on the the stack memory which could be really handy
on certain operation systems which applies strict limits on the stack.

Reviewers: brecht, juicyfruit, dingto

Reviewed By: brecht, juicyfruit, dingto

Differential Revision: https://developer.blender.org/D1656
2015-12-02 16:19:39 +05:00
Campbell Barton
fc9505c9c5 Cleanup: warnings & spelling 2015-12-02 13:15:52 +11:00
Thomas Dinges
e5e1010919 Cleanup: Remove some more code for BVH cache. I missed that somehow. 2015-12-01 18:17:28 +01:00
Campbell Barton
5bfc32bab4 Cleanup: warning w/ unknown define 2015-11-30 11:03:49 +11:00
Sergey Sharybin
bbd33b3a8e Cycles: Create proper sockets for OSL script nodes
Previously render nodes will be always created with just a VECTOR socket
type and then those sockets will try to be set as all point, vector and
normal to work around lack of such a subtype distinguishing in blender.

This change makes it so subtype is being queried from OSL itself and
proper subtupe is being used for socket.

It's still not in use for the official builds because it requires changes
applied recently on the 1.7 branch of OSL:

  https://github.com/imageworks/OpenShadingLanguage/commit/f70e58f

This solves artists confusion reported in T46117.

Reviewers: #cycles, juicyfruit

Reviewed By: #cycles, juicyfruit

Subscribers: juicyfruit

Differential Revision: https://developer.blender.org/D1627
2015-11-25 20:23:52 +05:00
Sergey Sharybin
2700ab1de1 Cycles: Whitespace cleanup from the recent changes 2015-11-25 20:15:35 +05:00
Sergey Sharybin
1bec2aa54e Cycles: Fix crash in constant folding introduced by recent commit
Graph::disconnect() actually modifies links, needs to create a copy to iterate
if disconnect happens form inside the loop.

Question tho whether we can control this somehow..

Reported by BzztPloink in IRC, thanks!
2015-11-25 20:14:01 +05:00
Thomas Dinges
e796581655 Cycles: Refactor of constant fold.
* Move constant folding from nodes to the shader graph. This way it's part of our (later) 4-step optimization process.
* Instead of only doing a one level constant fold, we can now do a recursive constant fold, allowing us to simplify shaders much further.
Constant folding is implemented for Blackbody, Math and VectorMath nodes.

Example (the highlighted nodes are removed before rendering):
Before: http://archive.dingto.org/2015/blender/code/one_level_constant_fold.jpg
Now: http://archive.dingto.org/2015/blender/code/multi_level_constant_fold.jpg

Thanks to Sergey and Brecht for Review!
Differential Revision: https://developer.blender.org/D1626
2015-11-25 13:57:54 +01:00
Sergey Sharybin
328208a6a6 Cycles: Fix shader update bug introduced by recent commits
Seems set_intersection() requires passing explicit comparator if non-default
one is used for the sets. A bit weird, but can't really find another explanation
here about whats' going on here.
2015-11-25 16:05:57 +05:00
Sergey Sharybin
8294452b14 Fix T46782: Updating Shaders very slow with complex nodegraph
The issue was caused by not really optimal graph traversal for gathering nodes
dependencies which could have exponential complexity with a long tree branches
connected with multiple connections between them.

Now we optimize the depth traversal and perform early output if the node was
already traversed.

Please note that this adds some limitations to the use of SVM compiler's
find_dependencies() in the cases when skip_node is not NULL and one wants to
perform dependencies find sequentially with the same set. This doesn't happen
in the code, but one should be aware of this.
2015-11-25 13:46:51 +05:00
Sergey Sharybin
443b159f02 Cycles: Ensure order of shader nodes in the dependnecies set
The issue was than nodes dependencies were stored as set<ShaderNode*> which
is actually a so called "strict weak ordered", meaning order of nodes in
the set is strictly defined, but based on the ShaderNode pointer. This means
that between different render invokations order of original nodes could be
different due to different pointers allocated for ShaderNode.

This commit makes it so dependencies and maps used for ShaderNodes are based
on the node->id which has much more predictable order. It's still possible
to trick the system by doing some crazy edits during viewport rendfer and
cause difference between viewport and final render stacks.

Reviewers: brecht

Reviewed By: brecht

Subscribers: LazyDodo

Differential Revision: https://developer.blender.org/D1630
2015-11-25 13:07:32 +05:00
Sergey Sharybin
fa6bdfd622 Cycles: Support per-render layer world AO settings
This is sort of extension of existing Use Environment option which now allows to
disable AO on the render layer basis.

Useful in cases like disabling AO for the background because it might make it
too flat and so.

Reviewers: juicyfruit, dingto, brecht

Reviewed By: brecht

Subscribers: eyecandy, venomgfx

Differential Revision: https://developer.blender.org/D1633
2015-11-24 13:21:40 +05:00
Sergey Sharybin
56ead9d34b Cycles: Make branched path tracer covered with requested features
This gives few percent extra memory saving for the CUDA kernel when
using regular path tracing.

Still more like an experiment, but will be handy in the future.
2015-11-22 13:54:51 +05:00
Lukas Stockner
5c5df9dc18 Cycles: Save one transform inversion in the camera sync
Summary: By calculating the Camera-to-Screen-Matrix first, one inversion can be saved in the Camera sync.
It won't really improve speed and/or precision, it's mainly a small cleanup.

Reviewers: sergey, dingto

Subscribers:
2015-11-22 00:58:40 +01:00
Sergey Sharybin
f547bf2f10 Cycles: Make requested features struct aware of subsurface BSDF
This way we'll be able to disable SSS for the scene-adaptive kernel.
2015-11-21 23:00:29 +05:00
Sergey Sharybin
7e71be261b Cycles: Fix filter glossy being broken after recent changes
Basically we can not use sharp closure as a substitude when filter glossy is
used. This is because we can not blur sharp reflection/refraction.

This is quite quick and not really clean implementation. Not really happy
with manual handling of original settings, but this is as good as we can do
in the quick patch. It's a good acknowledgment and we now can re-consider
some aspects of graph simplification to make such cases more natively
supported.

P.S. This failure would have been shown by our regression tests, so please,
bother a bit to run Cycles's test sweep before doing such optimizations.
2015-11-20 18:18:27 +05:00
Thomas Dinges
eeed28fefc Fix T46818, crash with Glossy node on Windows. 2015-11-19 08:43:43 +01:00