ec8ae4d5e9
Image textures were being packed into a single buffer for OpenCL, which limited the amount of memory available for images to the size of one buffer (usually 4gb on AMD hardware). By packing textures into multiple buffers that limit is removed, while simultaneously reducing the number of buffers that need to be passed to each kernel. Benchmarks were within 2%. Fixes T51554. Differential Revision: https://developer.blender.org/D2745
243 lines
5.6 KiB
C++
243 lines
5.6 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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#ifndef __SCENE_H__
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#define __SCENE_H__
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#include "render/image.h"
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#include "render/shader.h"
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#include "device/device_memory.h"
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#include "util/util_param.h"
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#include "util/util_string.h"
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#include "util/util_system.h"
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#include "util/util_texture.h"
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#include "util/util_thread.h"
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#include "util/util_types.h"
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#include "util/util_vector.h"
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CCL_NAMESPACE_BEGIN
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class AttributeRequestSet;
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class Background;
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class Camera;
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class Device;
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class DeviceInfo;
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class Film;
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class Integrator;
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class Light;
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class LightManager;
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class LookupTables;
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class Mesh;
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class MeshManager;
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class Object;
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class ObjectManager;
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class ParticleSystemManager;
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class ParticleSystem;
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class CurveSystemManager;
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class Shader;
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class ShaderManager;
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class Progress;
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class BakeManager;
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class BakeData;
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/* Scene Device Data */
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class DeviceScene {
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public:
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/* BVH */
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device_vector<float4> bvh_nodes;
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device_vector<float4> bvh_leaf_nodes;
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device_vector<uint> object_node;
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device_vector<uint> prim_tri_index;
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device_vector<float4> prim_tri_verts;
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device_vector<uint> prim_type;
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device_vector<uint> prim_visibility;
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device_vector<uint> prim_index;
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device_vector<uint> prim_object;
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device_vector<float2> prim_time;
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/* mesh */
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device_vector<uint> tri_shader;
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device_vector<float4> tri_vnormal;
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device_vector<uint4> tri_vindex;
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device_vector<uint> tri_patch;
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device_vector<float2> tri_patch_uv;
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device_vector<float4> curves;
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device_vector<float4> curve_keys;
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device_vector<uint> patches;
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/* objects */
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device_vector<float4> objects;
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device_vector<float4> objects_vector;
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/* attributes */
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device_vector<uint4> attributes_map;
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device_vector<float> attributes_float;
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device_vector<float4> attributes_float3;
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device_vector<uchar4> attributes_uchar4;
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/* lights */
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device_vector<float4> light_distribution;
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device_vector<float4> light_data;
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device_vector<float2> light_background_marginal_cdf;
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device_vector<float2> light_background_conditional_cdf;
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/* particles */
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device_vector<float4> particles;
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/* shaders */
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device_vector<uint4> svm_nodes;
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device_vector<uint> shader_flag;
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device_vector<uint> object_flag;
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/* lookup tables */
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device_vector<float> lookup_table;
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/* integrator */
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device_vector<uint> sobol_directions;
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/* cpu images */
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vector<device_vector<float4>* > tex_float4_image;
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vector<device_vector<uchar4>* > tex_byte4_image;
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vector<device_vector<half4>* > tex_half4_image;
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vector<device_vector<float>* > tex_float_image;
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vector<device_vector<uchar>* > tex_byte_image;
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vector<device_vector<half>* > tex_half_image;
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KernelData data;
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};
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/* Scene Parameters */
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class SceneParams {
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public:
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ShadingSystem shadingsystem;
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enum BVHType {
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BVH_DYNAMIC = 0,
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BVH_STATIC = 1,
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BVH_NUM_TYPES,
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} bvh_type;
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bool use_bvh_spatial_split;
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bool use_bvh_unaligned_nodes;
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int num_bvh_time_steps;
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bool use_qbvh;
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bool persistent_data;
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int texture_limit;
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SceneParams()
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{
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shadingsystem = SHADINGSYSTEM_SVM;
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bvh_type = BVH_DYNAMIC;
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use_bvh_spatial_split = false;
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use_bvh_unaligned_nodes = true;
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num_bvh_time_steps = 0;
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use_qbvh = false;
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persistent_data = false;
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texture_limit = 0;
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}
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bool modified(const SceneParams& params)
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{ return !(shadingsystem == params.shadingsystem
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&& bvh_type == params.bvh_type
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&& use_bvh_spatial_split == params.use_bvh_spatial_split
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&& use_bvh_unaligned_nodes == params.use_bvh_unaligned_nodes
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&& num_bvh_time_steps == params.num_bvh_time_steps
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&& use_qbvh == params.use_qbvh
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&& persistent_data == params.persistent_data
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&& texture_limit == params.texture_limit); }
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};
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/* Scene */
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class Scene {
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public:
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/* data */
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Camera *camera;
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LookupTables *lookup_tables;
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Film *film;
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Background *background;
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Integrator *integrator;
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/* data lists */
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vector<Object*> objects;
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vector<Mesh*> meshes;
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vector<Shader*> shaders;
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vector<Light*> lights;
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vector<ParticleSystem*> particle_systems;
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/* data managers */
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ImageManager *image_manager;
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LightManager *light_manager;
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ShaderManager *shader_manager;
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MeshManager *mesh_manager;
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ObjectManager *object_manager;
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ParticleSystemManager *particle_system_manager;
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CurveSystemManager *curve_system_manager;
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BakeManager *bake_manager;
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/* default shaders */
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Shader *default_surface;
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Shader *default_light;
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Shader *default_background;
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Shader *default_empty;
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/* device */
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Device *device;
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DeviceScene dscene;
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/* parameters */
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SceneParams params;
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/* mutex must be locked manually by callers */
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thread_mutex mutex;
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Scene(const SceneParams& params, const DeviceInfo& device_info);
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~Scene();
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void device_update(Device *device, Progress& progress);
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bool need_global_attribute(AttributeStandard std);
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void need_global_attributes(AttributeRequestSet& attributes);
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enum MotionType { MOTION_NONE = 0, MOTION_PASS, MOTION_BLUR };
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MotionType need_motion(bool advanced_shading = true);
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float motion_shutter_time();
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bool need_update();
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bool need_reset();
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void reset();
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void device_free();
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protected:
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/* Check if some heavy data worth logging was updated.
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* Mainly used to suppress extra annoying logging.
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*/
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bool need_data_update();
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void free_memory(bool final);
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};
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CCL_NAMESPACE_END
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#endif /* __SCENE_H__ */
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