0579eaae1f
The idea is to make include statements more explicit and obvious where the file is coming from, additionally reducing chance of wrong header being picked up. For example, it was not obvious whether bvh.h was refferring to builder or traversal, whenter node.h is a generic graph node or a shader node and cases like that. Surely this might look obvious for the active developers, but after some time of not touching the code it becomes less obvious where file is coming from. This was briefly mentioned in T50824 and seems @brecht is fine with such explicitness, but need to agree with all active developers before committing this. Please note that this patch is lacking changes related on GPU/OpenCL support. This will be solved if/when we all agree this is a good idea to move forward. Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner Reviewed By: lukasstockner97, maiself, nirved, dingto Subscribers: brecht Differential Revision: https://developer.blender.org/D2586
990 lines
25 KiB
C++
990 lines
25 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <string.h>
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#include <limits.h>
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#include "render/buffers.h"
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#include "render/camera.h"
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#include "device/device.h"
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#include "render/graph.h"
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#include "render/integrator.h"
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#include "render/mesh.h"
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#include "render/object.h"
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#include "render/scene.h"
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#include "render/session.h"
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#include "render/bake.h"
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#include "util/util_foreach.h"
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#include "util/util_function.h"
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#include "util/util_logging.h"
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#include "util/util_math.h"
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#include "util/util_opengl.h"
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#include "util/util_task.h"
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#include "util/util_time.h"
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CCL_NAMESPACE_BEGIN
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/* Note about preserve_tile_device option for tile manager:
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* progressive refine and viewport rendering does requires tiles to
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* always be allocated for the same device
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*/
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Session::Session(const SessionParams& params_)
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: params(params_),
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tile_manager(params.progressive, params.samples, params.tile_size, params.start_resolution,
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params.background == false || params.progressive_refine, params.background, params.tile_order,
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max(params.device.multi_devices.size(), 1)),
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stats()
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{
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device_use_gl = ((params.device.type != DEVICE_CPU) && !params.background);
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TaskScheduler::init(params.threads);
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device = Device::create(params.device, stats, params.background);
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if(params.background && params.output_path.empty()) {
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buffers = NULL;
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display = NULL;
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}
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else {
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buffers = new RenderBuffers(device);
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display = new DisplayBuffer(device, params.display_buffer_linear);
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}
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session_thread = NULL;
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scene = NULL;
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reset_time = 0.0;
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last_update_time = 0.0;
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delayed_reset.do_reset = false;
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delayed_reset.samples = 0;
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display_outdated = false;
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gpu_draw_ready = false;
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gpu_need_tonemap = false;
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pause = false;
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kernels_loaded = false;
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/* TODO(sergey): Check if it's indeed optimal value for the split kernel. */
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max_closure_global = 1;
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}
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Session::~Session()
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{
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if(session_thread) {
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/* wait for session thread to end */
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progress.set_cancel("Exiting");
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gpu_need_tonemap = false;
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gpu_need_tonemap_cond.notify_all();
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{
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thread_scoped_lock pause_lock(pause_mutex);
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pause = false;
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}
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pause_cond.notify_all();
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wait();
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}
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if(!params.output_path.empty()) {
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/* tonemap and write out image if requested */
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delete display;
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display = new DisplayBuffer(device, false);
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display->reset(device, buffers->params);
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tonemap(params.samples);
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progress.set_status("Writing Image", params.output_path);
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display->write(device, params.output_path);
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}
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/* clean up */
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foreach(RenderBuffers *buffers, tile_buffers)
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delete buffers;
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delete buffers;
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delete display;
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delete scene;
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delete device;
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TaskScheduler::exit();
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}
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void Session::start()
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{
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session_thread = new thread(function_bind(&Session::run, this));
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}
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bool Session::ready_to_reset()
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{
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double dt = time_dt() - reset_time;
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if(!display_outdated)
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return (dt > params.reset_timeout);
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else
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return (dt > params.cancel_timeout);
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}
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/* GPU Session */
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void Session::reset_gpu(BufferParams& buffer_params, int samples)
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{
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thread_scoped_lock pause_lock(pause_mutex);
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/* block for buffer access and reset immediately. we can't do this
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* in the thread, because we need to allocate an OpenGL buffer, and
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* that only works in the main thread */
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thread_scoped_lock display_lock(display_mutex);
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thread_scoped_lock buffers_lock(buffers_mutex);
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display_outdated = true;
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reset_time = time_dt();
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reset_(buffer_params, samples);
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gpu_need_tonemap = false;
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gpu_need_tonemap_cond.notify_all();
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pause_cond.notify_all();
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}
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bool Session::draw_gpu(BufferParams& buffer_params, DeviceDrawParams& draw_params)
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{
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/* block for buffer access */
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thread_scoped_lock display_lock(display_mutex);
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/* first check we already rendered something */
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if(gpu_draw_ready) {
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/* then verify the buffers have the expected size, so we don't
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* draw previous results in a resized window */
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if(!buffer_params.modified(display->params)) {
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/* for CUDA we need to do tonemapping still, since we can
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* only access GL buffers from the main thread */
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if(gpu_need_tonemap) {
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thread_scoped_lock buffers_lock(buffers_mutex);
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tonemap(tile_manager.state.sample);
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gpu_need_tonemap = false;
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gpu_need_tonemap_cond.notify_all();
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}
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display->draw(device, draw_params);
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if(display_outdated && (time_dt() - reset_time) > params.text_timeout)
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return false;
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return true;
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}
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}
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return false;
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}
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void Session::run_gpu()
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{
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bool tiles_written = false;
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reset_time = time_dt();
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last_update_time = time_dt();
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progress.set_render_start_time();
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while(!progress.get_cancel()) {
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/* advance to next tile */
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bool no_tiles = !tile_manager.next();
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if(params.background) {
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/* if no work left and in background mode, we can stop immediately */
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if(no_tiles) {
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progress.set_status("Finished");
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break;
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}
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}
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else {
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/* if in interactive mode, and we are either paused or done for now,
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* wait for pause condition notify to wake up again */
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thread_scoped_lock pause_lock(pause_mutex);
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if(!pause && !tile_manager.done()) {
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/* reset could have happened after no_tiles was set, before this lock.
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* in this case we shall not wait for pause condition
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*/
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}
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else if(pause || no_tiles) {
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update_status_time(pause, no_tiles);
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while(1) {
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scoped_timer pause_timer;
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pause_cond.wait(pause_lock);
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if(pause) {
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progress.add_skip_time(pause_timer, params.background);
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}
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update_status_time(pause, no_tiles);
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progress.set_update();
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if(!pause)
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break;
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}
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}
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if(progress.get_cancel())
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break;
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}
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if(!no_tiles) {
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/* update scene */
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scoped_timer update_timer;
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update_scene();
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progress.add_skip_time(update_timer, params.background);
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if(!device->error_message().empty())
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progress.set_error(device->error_message());
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if(progress.get_cancel())
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break;
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}
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if(!no_tiles) {
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/* buffers mutex is locked entirely while rendering each
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* sample, and released/reacquired on each iteration to allow
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* reset and draw in between */
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thread_scoped_lock buffers_lock(buffers_mutex);
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/* update status and timing */
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update_status_time();
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/* path trace */
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path_trace();
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device->task_wait();
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if(!device->error_message().empty())
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progress.set_cancel(device->error_message());
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/* update status and timing */
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update_status_time();
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gpu_need_tonemap = true;
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gpu_draw_ready = true;
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progress.set_update();
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/* wait for tonemap */
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if(!params.background) {
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while(gpu_need_tonemap) {
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if(progress.get_cancel())
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break;
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gpu_need_tonemap_cond.wait(buffers_lock);
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}
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}
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if(!device->error_message().empty())
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progress.set_error(device->error_message());
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tiles_written = update_progressive_refine(progress.get_cancel());
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if(progress.get_cancel())
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break;
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}
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}
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if(!tiles_written)
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update_progressive_refine(true);
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}
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/* CPU Session */
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void Session::reset_cpu(BufferParams& buffer_params, int samples)
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{
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thread_scoped_lock reset_lock(delayed_reset.mutex);
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thread_scoped_lock pause_lock(pause_mutex);
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display_outdated = true;
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reset_time = time_dt();
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delayed_reset.params = buffer_params;
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delayed_reset.samples = samples;
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delayed_reset.do_reset = true;
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device->task_cancel();
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pause_cond.notify_all();
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}
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bool Session::draw_cpu(BufferParams& buffer_params, DeviceDrawParams& draw_params)
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{
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thread_scoped_lock display_lock(display_mutex);
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/* first check we already rendered something */
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if(display->draw_ready()) {
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/* then verify the buffers have the expected size, so we don't
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* draw previous results in a resized window */
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if(!buffer_params.modified(display->params)) {
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display->draw(device, draw_params);
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if(display_outdated && (time_dt() - reset_time) > params.text_timeout)
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return false;
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return true;
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}
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}
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return false;
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}
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bool Session::acquire_tile(Device *tile_device, RenderTile& rtile)
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{
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if(progress.get_cancel()) {
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if(params.progressive_refine == false) {
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/* for progressive refine current sample should be finished for all tiles */
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return false;
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}
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}
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thread_scoped_lock tile_lock(tile_mutex);
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/* get next tile from manager */
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Tile tile;
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int device_num = device->device_number(tile_device);
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if(!tile_manager.next_tile(tile, device_num))
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return false;
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/* fill render tile */
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rtile.x = tile_manager.state.buffer.full_x + tile.x;
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rtile.y = tile_manager.state.buffer.full_y + tile.y;
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rtile.w = tile.w;
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rtile.h = tile.h;
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rtile.start_sample = tile_manager.state.sample;
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rtile.num_samples = tile_manager.state.num_samples;
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rtile.resolution = tile_manager.state.resolution_divider;
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tile_lock.unlock();
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/* in case of a permanent buffer, return it, otherwise we will allocate
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* a new temporary buffer */
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if(!(params.background && params.output_path.empty())) {
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tile_manager.state.buffer.get_offset_stride(rtile.offset, rtile.stride);
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rtile.buffer = buffers->buffer.device_pointer;
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rtile.rng_state = buffers->rng_state.device_pointer;
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rtile.buffers = buffers;
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device->map_tile(tile_device, rtile);
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return true;
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}
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/* fill buffer parameters */
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BufferParams buffer_params = tile_manager.params;
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buffer_params.full_x = rtile.x;
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buffer_params.full_y = rtile.y;
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buffer_params.width = rtile.w;
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buffer_params.height = rtile.h;
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buffer_params.get_offset_stride(rtile.offset, rtile.stride);
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RenderBuffers *tilebuffers;
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/* allocate buffers */
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if(params.progressive_refine) {
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tile_lock.lock();
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if(tile_buffers.size() == 0)
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tile_buffers.resize(tile_manager.state.num_tiles, NULL);
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/* In certain circumstances number of tiles in the tile manager could
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* be changed. This is not supported by the progressive refine feature.
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*/
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assert(tile_buffers.size() == tile_manager.state.num_tiles);
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tilebuffers = tile_buffers[tile.index];
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if(tilebuffers == NULL) {
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tilebuffers = new RenderBuffers(tile_device);
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tile_buffers[tile.index] = tilebuffers;
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tilebuffers->reset(tile_device, buffer_params);
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}
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tile_lock.unlock();
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}
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else {
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tilebuffers = new RenderBuffers(tile_device);
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tilebuffers->reset(tile_device, buffer_params);
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}
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rtile.buffer = tilebuffers->buffer.device_pointer;
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rtile.rng_state = tilebuffers->rng_state.device_pointer;
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rtile.buffers = tilebuffers;
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/* this will tag tile as IN PROGRESS in blender-side render pipeline,
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* which is needed to highlight currently rendering tile before first
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* sample was processed for it
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*/
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update_tile_sample(rtile);
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return true;
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}
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void Session::update_tile_sample(RenderTile& rtile)
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{
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thread_scoped_lock tile_lock(tile_mutex);
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if(update_render_tile_cb) {
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if(params.progressive_refine == false) {
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/* todo: optimize this by making it thread safe and removing lock */
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update_render_tile_cb(rtile);
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}
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}
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update_status_time();
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}
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void Session::release_tile(RenderTile& rtile)
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{
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thread_scoped_lock tile_lock(tile_mutex);
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progress.add_finished_tile();
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if(write_render_tile_cb) {
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if(params.progressive_refine == false) {
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/* todo: optimize this by making it thread safe and removing lock */
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write_render_tile_cb(rtile);
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delete rtile.buffers;
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}
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}
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update_status_time();
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}
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void Session::run_cpu()
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{
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bool tiles_written = false;
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last_update_time = time_dt();
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{
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/* reset once to start */
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thread_scoped_lock reset_lock(delayed_reset.mutex);
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thread_scoped_lock buffers_lock(buffers_mutex);
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thread_scoped_lock display_lock(display_mutex);
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reset_(delayed_reset.params, delayed_reset.samples);
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delayed_reset.do_reset = false;
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}
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while(!progress.get_cancel()) {
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/* advance to next tile */
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bool no_tiles = !tile_manager.next();
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bool need_tonemap = false;
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if(params.background) {
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/* if no work left and in background mode, we can stop immediately */
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if(no_tiles) {
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progress.set_status("Finished");
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break;
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}
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}
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else {
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/* if in interactive mode, and we are either paused or done for now,
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* wait for pause condition notify to wake up again */
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thread_scoped_lock pause_lock(pause_mutex);
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if(!pause && delayed_reset.do_reset) {
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/* reset once to start */
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thread_scoped_lock reset_lock(delayed_reset.mutex);
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thread_scoped_lock buffers_lock(buffers_mutex);
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thread_scoped_lock display_lock(display_mutex);
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reset_(delayed_reset.params, delayed_reset.samples);
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delayed_reset.do_reset = false;
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}
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else if(pause || no_tiles) {
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update_status_time(pause, no_tiles);
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while(1) {
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scoped_timer pause_timer;
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pause_cond.wait(pause_lock);
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if(pause) {
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progress.add_skip_time(pause_timer, params.background);
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}
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update_status_time(pause, no_tiles);
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progress.set_update();
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if(!pause)
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break;
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}
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}
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if(progress.get_cancel())
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break;
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}
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if(!no_tiles) {
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/* buffers mutex is locked entirely while rendering each
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* sample, and released/reacquired on each iteration to allow
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* reset and draw in between */
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thread_scoped_lock buffers_lock(buffers_mutex);
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/* update scene */
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scoped_timer update_timer;
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update_scene();
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progress.add_skip_time(update_timer, params.background);
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if(!device->error_message().empty())
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progress.set_error(device->error_message());
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if(progress.get_cancel())
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break;
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/* update status and timing */
|
|
update_status_time();
|
|
|
|
/* path trace */
|
|
path_trace();
|
|
|
|
/* update status and timing */
|
|
update_status_time();
|
|
|
|
if(!params.background)
|
|
need_tonemap = true;
|
|
|
|
if(!device->error_message().empty())
|
|
progress.set_error(device->error_message());
|
|
}
|
|
|
|
device->task_wait();
|
|
|
|
{
|
|
thread_scoped_lock reset_lock(delayed_reset.mutex);
|
|
thread_scoped_lock buffers_lock(buffers_mutex);
|
|
thread_scoped_lock display_lock(display_mutex);
|
|
|
|
if(delayed_reset.do_reset) {
|
|
/* reset rendering if request from main thread */
|
|
delayed_reset.do_reset = false;
|
|
reset_(delayed_reset.params, delayed_reset.samples);
|
|
}
|
|
else if(need_tonemap) {
|
|
/* tonemap only if we do not reset, we don't we don't
|
|
* want to show the result of an incomplete sample */
|
|
tonemap(tile_manager.state.sample);
|
|
}
|
|
|
|
if(!device->error_message().empty())
|
|
progress.set_error(device->error_message());
|
|
|
|
tiles_written = update_progressive_refine(progress.get_cancel());
|
|
}
|
|
|
|
progress.set_update();
|
|
}
|
|
|
|
if(!tiles_written)
|
|
update_progressive_refine(true);
|
|
}
|
|
|
|
DeviceRequestedFeatures Session::get_requested_device_features()
|
|
{
|
|
/* TODO(sergey): Consider moving this to the Scene level. */
|
|
DeviceRequestedFeatures requested_features;
|
|
requested_features.experimental = params.experimental;
|
|
|
|
requested_features.max_closure = get_max_closure_count();
|
|
scene->shader_manager->get_requested_features(
|
|
scene,
|
|
&requested_features);
|
|
if(!params.background) {
|
|
/* Avoid too much re-compilations for viewport render. */
|
|
requested_features.max_closure = 64;
|
|
requested_features.max_nodes_group = NODE_GROUP_LEVEL_MAX;
|
|
requested_features.nodes_features = NODE_FEATURE_ALL;
|
|
}
|
|
|
|
/* This features are not being tweaked as often as shaders,
|
|
* so could be done selective magic for the viewport as well.
|
|
*/
|
|
requested_features.use_hair = false;
|
|
requested_features.use_object_motion = false;
|
|
requested_features.use_camera_motion = scene->camera->use_motion;
|
|
foreach(Object *object, scene->objects) {
|
|
Mesh *mesh = object->mesh;
|
|
if(mesh->num_curves()) {
|
|
requested_features.use_hair = true;
|
|
}
|
|
requested_features.use_object_motion |= object->use_motion | mesh->use_motion_blur;
|
|
requested_features.use_camera_motion |= mesh->use_motion_blur;
|
|
#ifdef WITH_OPENSUBDIV
|
|
if(mesh->subdivision_type != Mesh::SUBDIVISION_NONE) {
|
|
requested_features.use_patch_evaluation = true;
|
|
}
|
|
#endif
|
|
if(object->is_shadow_catcher) {
|
|
requested_features.use_shadow_tricks = true;
|
|
}
|
|
}
|
|
|
|
BakeManager *bake_manager = scene->bake_manager;
|
|
requested_features.use_baking = bake_manager->get_baking();
|
|
requested_features.use_integrator_branched = (scene->integrator->method == Integrator::BRANCHED_PATH);
|
|
requested_features.use_transparent &= scene->integrator->transparent_shadows;
|
|
|
|
return requested_features;
|
|
}
|
|
|
|
void Session::load_kernels()
|
|
{
|
|
thread_scoped_lock scene_lock(scene->mutex);
|
|
|
|
if(!kernels_loaded) {
|
|
progress.set_status("Loading render kernels (may take a few minutes the first time)");
|
|
|
|
scoped_timer timer;
|
|
|
|
DeviceRequestedFeatures requested_features = get_requested_device_features();
|
|
VLOG(2) << "Requested features:\n" << requested_features;
|
|
if(!device->load_kernels(requested_features)) {
|
|
string message = device->error_message();
|
|
if(message.empty())
|
|
message = "Failed loading render kernel, see console for errors";
|
|
|
|
progress.set_error(message);
|
|
progress.set_status("Error", message);
|
|
progress.set_update();
|
|
return;
|
|
}
|
|
|
|
progress.add_skip_time(timer, false);
|
|
VLOG(1) << "Total time spent loading kernels: " << time_dt() - timer.get_start();
|
|
|
|
kernels_loaded = true;
|
|
}
|
|
}
|
|
|
|
void Session::run()
|
|
{
|
|
/* load kernels */
|
|
load_kernels();
|
|
|
|
/* session thread loop */
|
|
progress.set_status("Waiting for render to start");
|
|
|
|
/* run */
|
|
if(!progress.get_cancel()) {
|
|
/* reset number of rendered samples */
|
|
progress.reset_sample();
|
|
|
|
if(device_use_gl)
|
|
run_gpu();
|
|
else
|
|
run_cpu();
|
|
}
|
|
|
|
/* progress update */
|
|
if(progress.get_cancel())
|
|
progress.set_status("Cancel", progress.get_cancel_message());
|
|
else
|
|
progress.set_update();
|
|
}
|
|
|
|
bool Session::draw(BufferParams& buffer_params, DeviceDrawParams &draw_params)
|
|
{
|
|
if(device_use_gl)
|
|
return draw_gpu(buffer_params, draw_params);
|
|
else
|
|
return draw_cpu(buffer_params, draw_params);
|
|
}
|
|
|
|
void Session::reset_(BufferParams& buffer_params, int samples)
|
|
{
|
|
if(buffers) {
|
|
if(buffer_params.modified(buffers->params)) {
|
|
gpu_draw_ready = false;
|
|
buffers->reset(device, buffer_params);
|
|
display->reset(device, buffer_params);
|
|
}
|
|
}
|
|
|
|
tile_manager.reset(buffer_params, samples);
|
|
progress.reset_sample();
|
|
|
|
bool show_progress = params.background || tile_manager.get_num_effective_samples() != INT_MAX;
|
|
progress.set_total_pixel_samples(show_progress? tile_manager.state.total_pixel_samples : 0);
|
|
|
|
if(!params.background)
|
|
progress.set_start_time();
|
|
progress.set_render_start_time();
|
|
}
|
|
|
|
void Session::reset(BufferParams& buffer_params, int samples)
|
|
{
|
|
if(device_use_gl)
|
|
reset_gpu(buffer_params, samples);
|
|
else
|
|
reset_cpu(buffer_params, samples);
|
|
|
|
if(params.progressive_refine) {
|
|
thread_scoped_lock buffers_lock(buffers_mutex);
|
|
|
|
foreach(RenderBuffers *buffers, tile_buffers)
|
|
delete buffers;
|
|
|
|
tile_buffers.clear();
|
|
}
|
|
}
|
|
|
|
void Session::set_samples(int samples)
|
|
{
|
|
if(samples != params.samples) {
|
|
params.samples = samples;
|
|
tile_manager.set_samples(samples);
|
|
|
|
{
|
|
thread_scoped_lock pause_lock(pause_mutex);
|
|
}
|
|
pause_cond.notify_all();
|
|
}
|
|
}
|
|
|
|
void Session::set_pause(bool pause_)
|
|
{
|
|
bool notify = false;
|
|
|
|
{
|
|
thread_scoped_lock pause_lock(pause_mutex);
|
|
|
|
if(pause != pause_) {
|
|
pause = pause_;
|
|
notify = true;
|
|
}
|
|
}
|
|
|
|
if(notify)
|
|
pause_cond.notify_all();
|
|
}
|
|
|
|
void Session::wait()
|
|
{
|
|
session_thread->join();
|
|
delete session_thread;
|
|
|
|
session_thread = NULL;
|
|
}
|
|
|
|
void Session::update_scene()
|
|
{
|
|
thread_scoped_lock scene_lock(scene->mutex);
|
|
|
|
/* update camera if dimensions changed for progressive render. the camera
|
|
* knows nothing about progressive or cropped rendering, it just gets the
|
|
* image dimensions passed in */
|
|
Camera *cam = scene->camera;
|
|
int width = tile_manager.state.buffer.full_width;
|
|
int height = tile_manager.state.buffer.full_height;
|
|
int resolution = tile_manager.state.resolution_divider;
|
|
|
|
if(width != cam->width || height != cam->height) {
|
|
cam->width = width;
|
|
cam->height = height;
|
|
cam->resolution = resolution;
|
|
cam->tag_update();
|
|
}
|
|
|
|
/* number of samples is needed by multi jittered
|
|
* sampling pattern and by baking */
|
|
Integrator *integrator = scene->integrator;
|
|
BakeManager *bake_manager = scene->bake_manager;
|
|
|
|
if(integrator->sampling_pattern == SAMPLING_PATTERN_CMJ ||
|
|
bake_manager->get_baking())
|
|
{
|
|
int aa_samples = tile_manager.num_samples;
|
|
|
|
if(aa_samples != integrator->aa_samples) {
|
|
integrator->aa_samples = aa_samples;
|
|
integrator->tag_update(scene);
|
|
}
|
|
}
|
|
|
|
/* update scene */
|
|
if(scene->need_update()) {
|
|
progress.set_status("Updating Scene");
|
|
MEM_GUARDED_CALL(&progress, scene->device_update, device, progress);
|
|
}
|
|
}
|
|
|
|
void Session::update_status_time(bool show_pause, bool show_done)
|
|
{
|
|
int progressive_sample = tile_manager.state.sample;
|
|
int num_samples = tile_manager.get_num_effective_samples();
|
|
|
|
int tile = progress.get_finished_tiles();
|
|
int num_tiles = tile_manager.state.num_tiles;
|
|
|
|
/* update status */
|
|
string status, substatus;
|
|
|
|
if(!params.progressive) {
|
|
const bool is_cpu = params.device.type == DEVICE_CPU;
|
|
const bool is_last_tile = (tile + 1) == num_tiles;
|
|
|
|
substatus = string_printf("Path Tracing Tile %d/%d", tile, num_tiles);
|
|
|
|
if(device->show_samples() || (is_cpu && is_last_tile)) {
|
|
/* Some devices automatically support showing the sample number:
|
|
* - CUDADevice
|
|
* - OpenCLDevice when using the megakernel (the split kernel renders multiple
|
|
* samples at the same time, so the current sample isn't really defined)
|
|
* - CPUDevice when using one thread
|
|
* For these devices, the current sample is always shown.
|
|
*
|
|
* The other option is when the last tile is currently being rendered by the CPU.
|
|
*/
|
|
substatus += string_printf(", Sample %d/%d", progress.get_current_sample(), num_samples);
|
|
}
|
|
}
|
|
else if(tile_manager.num_samples == INT_MAX)
|
|
substatus = string_printf("Path Tracing Sample %d", progressive_sample+1);
|
|
else
|
|
substatus = string_printf("Path Tracing Sample %d/%d",
|
|
progressive_sample+1,
|
|
num_samples);
|
|
|
|
if(show_pause) {
|
|
status = "Paused";
|
|
}
|
|
else if(show_done) {
|
|
status = "Done";
|
|
}
|
|
else {
|
|
status = substatus;
|
|
substatus.clear();
|
|
}
|
|
|
|
progress.set_status(status, substatus);
|
|
}
|
|
|
|
void Session::path_trace()
|
|
{
|
|
/* add path trace task */
|
|
DeviceTask task(DeviceTask::PATH_TRACE);
|
|
|
|
task.acquire_tile = function_bind(&Session::acquire_tile, this, _1, _2);
|
|
task.release_tile = function_bind(&Session::release_tile, this, _1);
|
|
task.get_cancel = function_bind(&Progress::get_cancel, &this->progress);
|
|
task.update_tile_sample = function_bind(&Session::update_tile_sample, this, _1);
|
|
task.update_progress_sample = function_bind(&Progress::add_samples, &this->progress, _1, _2);
|
|
task.need_finish_queue = params.progressive_refine;
|
|
task.integrator_branched = scene->integrator->method == Integrator::BRANCHED_PATH;
|
|
task.requested_tile_size = params.tile_size;
|
|
task.passes_size = tile_manager.params.get_passes_size();
|
|
|
|
device->task_add(task);
|
|
}
|
|
|
|
void Session::tonemap(int sample)
|
|
{
|
|
/* add tonemap task */
|
|
DeviceTask task(DeviceTask::FILM_CONVERT);
|
|
|
|
task.x = tile_manager.state.buffer.full_x;
|
|
task.y = tile_manager.state.buffer.full_y;
|
|
task.w = tile_manager.state.buffer.width;
|
|
task.h = tile_manager.state.buffer.height;
|
|
task.rgba_byte = display->rgba_byte.device_pointer;
|
|
task.rgba_half = display->rgba_half.device_pointer;
|
|
task.buffer = buffers->buffer.device_pointer;
|
|
task.sample = sample;
|
|
tile_manager.state.buffer.get_offset_stride(task.offset, task.stride);
|
|
|
|
if(task.w > 0 && task.h > 0) {
|
|
device->task_add(task);
|
|
device->task_wait();
|
|
|
|
/* set display to new size */
|
|
display->draw_set(task.w, task.h);
|
|
}
|
|
|
|
display_outdated = false;
|
|
}
|
|
|
|
bool Session::update_progressive_refine(bool cancel)
|
|
{
|
|
int sample = tile_manager.state.sample + 1;
|
|
bool write = sample == tile_manager.num_samples || cancel;
|
|
|
|
double current_time = time_dt();
|
|
|
|
if(current_time - last_update_time < params.progressive_update_timeout) {
|
|
/* if last sample was processed, we need to write buffers anyway */
|
|
if(!write && sample != 1)
|
|
return false;
|
|
}
|
|
|
|
if(params.progressive_refine) {
|
|
foreach(RenderBuffers *buffers, tile_buffers) {
|
|
RenderTile rtile;
|
|
rtile.buffers = buffers;
|
|
rtile.sample = sample;
|
|
|
|
if(write) {
|
|
if(write_render_tile_cb)
|
|
write_render_tile_cb(rtile);
|
|
}
|
|
else {
|
|
if(update_render_tile_cb)
|
|
update_render_tile_cb(rtile);
|
|
}
|
|
}
|
|
}
|
|
|
|
last_update_time = current_time;
|
|
|
|
return write;
|
|
}
|
|
|
|
void Session::device_free()
|
|
{
|
|
scene->device_free();
|
|
|
|
foreach(RenderBuffers *buffers, tile_buffers)
|
|
delete buffers;
|
|
|
|
tile_buffers.clear();
|
|
|
|
/* used from background render only, so no need to
|
|
* re-create render/display buffers here
|
|
*/
|
|
}
|
|
|
|
int Session::get_max_closure_count()
|
|
{
|
|
int max_closures = 0;
|
|
for(int i = 0; i < scene->shaders.size(); i++) {
|
|
int num_closures = scene->shaders[i]->graph->get_num_closures();
|
|
max_closures = max(max_closures, num_closures);
|
|
}
|
|
max_closure_global = max(max_closure_global, max_closures);
|
|
return max_closure_global;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|