blender/intern/cycles/render/session.cpp
Sergey Sharybin 02213b867e Cycles: Stop rendering when bad_alloc happens
This is an attempt to gracefully handle out-of-memory events
and stop rendering with an error message instead of a crash.

It uses bad_alloc exception, and usually i'm not really fond
of exceptions, but for such limited use for errors from which
we can't recover it should be fine.

Ideally we'll need to stop full Cycles Session, so viewport
render and persistent images frees all the memory, but that
we can support later, since it'll mainly related on telling
Blender what to do.

General rules are:

- Use as less exception handles as possible, try to find a
  most geenric pace where to handle those.

  For example, ccl::Session.

- Threads needs own handling, exception trap from one thread
  will not catch exceptions from other threads.

  That's why BVH build needs own thing.

Reviewers: brecht, juicyfruit, dingto, lukasstockner97

Differential Revision: https://developer.blender.org/D1898
2016-04-20 16:19:49 +02:00

1015 lines
25 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <string.h>
#include <limits.h>
#include "buffers.h"
#include "camera.h"
#include "device.h"
#include "graph.h"
#include "integrator.h"
#include "mesh.h"
#include "object.h"
#include "scene.h"
#include "session.h"
#include "bake.h"
#include "util_foreach.h"
#include "util_function.h"
#include "util_logging.h"
#include "util_math.h"
#include "util_opengl.h"
#include "util_task.h"
#include "util_time.h"
CCL_NAMESPACE_BEGIN
/* Note about preserve_tile_device option for tile manager:
* progressive refine and viewport rendering does requires tiles to
* always be allocated for the same device
*/
Session::Session(const SessionParams& params_)
: params(params_),
tile_manager(params.progressive, params.samples, params.tile_size, params.start_resolution,
params.background == false || params.progressive_refine, params.background, params.tile_order,
max(params.device.multi_devices.size(), 1)),
stats()
{
device_use_gl = ((params.device.type != DEVICE_CPU) && !params.background);
TaskScheduler::init(params.threads);
device = Device::create(params.device, stats, params.background);
if(params.background && params.output_path.empty()) {
buffers = NULL;
display = NULL;
}
else {
buffers = new RenderBuffers(device);
display = new DisplayBuffer(device, params.display_buffer_linear);
}
session_thread = NULL;
scene = NULL;
start_time = 0.0;
reset_time = 0.0;
preview_time = 0.0;
paused_time = 0.0;
last_update_time = 0.0;
delayed_reset.do_reset = false;
delayed_reset.samples = 0;
display_outdated = false;
gpu_draw_ready = false;
gpu_need_tonemap = false;
pause = false;
kernels_loaded = false;
/* TODO(sergey): Check if it's indeed optimal value for the split kernel. */
max_closure_global = 1;
}
Session::~Session()
{
if(session_thread) {
/* wait for session thread to end */
progress.set_cancel("Exiting");
gpu_need_tonemap = false;
gpu_need_tonemap_cond.notify_all();
{
thread_scoped_lock pause_lock(pause_mutex);
pause = false;
}
pause_cond.notify_all();
wait();
}
if(!params.output_path.empty()) {
/* tonemap and write out image if requested */
delete display;
display = new DisplayBuffer(device, false);
display->reset(device, buffers->params);
tonemap(params.samples);
progress.set_status("Writing Image", params.output_path);
display->write(device, params.output_path);
}
/* clean up */
foreach(RenderBuffers *buffers, tile_buffers)
delete buffers;
delete buffers;
delete display;
delete scene;
delete device;
TaskScheduler::exit();
}
void Session::start()
{
session_thread = new thread(function_bind(&Session::run, this));
}
bool Session::ready_to_reset()
{
double dt = time_dt() - reset_time;
if(!display_outdated)
return (dt > params.reset_timeout);
else
return (dt > params.cancel_timeout);
}
/* GPU Session */
void Session::reset_gpu(BufferParams& buffer_params, int samples)
{
thread_scoped_lock pause_lock(pause_mutex);
/* block for buffer access and reset immediately. we can't do this
* in the thread, because we need to allocate an OpenGL buffer, and
* that only works in the main thread */
thread_scoped_lock display_lock(display_mutex);
thread_scoped_lock buffers_lock(buffers_mutex);
display_outdated = true;
reset_time = time_dt();
reset_(buffer_params, samples);
gpu_need_tonemap = false;
gpu_need_tonemap_cond.notify_all();
pause_cond.notify_all();
}
bool Session::draw_gpu(BufferParams& buffer_params, DeviceDrawParams& draw_params)
{
/* block for buffer access */
thread_scoped_lock display_lock(display_mutex);
/* first check we already rendered something */
if(gpu_draw_ready) {
/* then verify the buffers have the expected size, so we don't
* draw previous results in a resized window */
if(!buffer_params.modified(display->params)) {
/* for CUDA we need to do tonemapping still, since we can
* only access GL buffers from the main thread */
if(gpu_need_tonemap) {
thread_scoped_lock buffers_lock(buffers_mutex);
tonemap(tile_manager.state.sample);
gpu_need_tonemap = false;
gpu_need_tonemap_cond.notify_all();
}
display->draw(device, draw_params);
if(display_outdated && (time_dt() - reset_time) > params.text_timeout)
return false;
return true;
}
}
return false;
}
void Session::run_gpu()
{
bool tiles_written = false;
start_time = time_dt();
reset_time = time_dt();
paused_time = 0.0;
last_update_time = time_dt();
progress.set_render_start_time(start_time + paused_time);
while(!progress.get_cancel()) {
/* advance to next tile */
bool no_tiles = !tile_manager.next();
if(params.background) {
/* if no work left and in background mode, we can stop immediately */
if(no_tiles) {
progress.set_status("Finished");
break;
}
}
else {
/* if in interactive mode, and we are either paused or done for now,
* wait for pause condition notify to wake up again */
thread_scoped_lock pause_lock(pause_mutex);
if(!pause && !tile_manager.done()) {
/* reset could have happened after no_tiles was set, before this lock.
* in this case we shall not wait for pause condition
*/
}
else if(pause || no_tiles) {
update_status_time(pause, no_tiles);
while(1) {
double pause_start = time_dt();
pause_cond.wait(pause_lock);
paused_time += time_dt() - pause_start;
if(!params.background)
progress.set_start_time(start_time + paused_time);
progress.set_render_start_time(start_time + paused_time);
update_status_time(pause, no_tiles);
progress.set_update();
if(!pause)
break;
}
}
if(progress.get_cancel())
break;
}
if(!no_tiles) {
/* update scene */
update_scene();
if(!device->error_message().empty())
progress.set_error(device->error_message());
if(progress.get_cancel())
break;
}
if(!no_tiles) {
/* buffers mutex is locked entirely while rendering each
* sample, and released/reacquired on each iteration to allow
* reset and draw in between */
thread_scoped_lock buffers_lock(buffers_mutex);
/* update status and timing */
update_status_time();
/* path trace */
path_trace();
device->task_wait();
if(!device->error_message().empty())
progress.set_cancel(device->error_message());
/* update status and timing */
update_status_time();
gpu_need_tonemap = true;
gpu_draw_ready = true;
progress.set_update();
/* wait for tonemap */
if(!params.background) {
while(gpu_need_tonemap) {
if(progress.get_cancel())
break;
gpu_need_tonemap_cond.wait(buffers_lock);
}
}
if(!device->error_message().empty())
progress.set_error(device->error_message());
tiles_written = update_progressive_refine(progress.get_cancel());
if(progress.get_cancel())
break;
}
}
if(!tiles_written)
update_progressive_refine(true);
}
/* CPU Session */
void Session::reset_cpu(BufferParams& buffer_params, int samples)
{
thread_scoped_lock reset_lock(delayed_reset.mutex);
thread_scoped_lock pause_lock(pause_mutex);
display_outdated = true;
reset_time = time_dt();
delayed_reset.params = buffer_params;
delayed_reset.samples = samples;
delayed_reset.do_reset = true;
device->task_cancel();
pause_cond.notify_all();
}
bool Session::draw_cpu(BufferParams& buffer_params, DeviceDrawParams& draw_params)
{
thread_scoped_lock display_lock(display_mutex);
/* first check we already rendered something */
if(display->draw_ready()) {
/* then verify the buffers have the expected size, so we don't
* draw previous results in a resized window */
if(!buffer_params.modified(display->params)) {
display->draw(device, draw_params);
if(display_outdated && (time_dt() - reset_time) > params.text_timeout)
return false;
return true;
}
}
return false;
}
bool Session::acquire_tile(Device *tile_device, RenderTile& rtile)
{
if(progress.get_cancel()) {
if(params.progressive_refine == false) {
/* for progressive refine current sample should be finished for all tiles */
return false;
}
}
thread_scoped_lock tile_lock(tile_mutex);
/* get next tile from manager */
Tile tile;
int device_num = device->device_number(tile_device);
if(!tile_manager.next_tile(tile, device_num))
return false;
/* fill render tile */
rtile.x = tile_manager.state.buffer.full_x + tile.x;
rtile.y = tile_manager.state.buffer.full_y + tile.y;
rtile.w = tile.w;
rtile.h = tile.h;
rtile.start_sample = tile_manager.state.sample;
rtile.num_samples = tile_manager.state.num_samples;
rtile.resolution = tile_manager.state.resolution_divider;
tile_lock.unlock();
/* in case of a permanent buffer, return it, otherwise we will allocate
* a new temporary buffer */
if(!(params.background && params.output_path.empty())) {
tile_manager.state.buffer.get_offset_stride(rtile.offset, rtile.stride);
rtile.buffer = buffers->buffer.device_pointer;
rtile.rng_state = buffers->rng_state.device_pointer;
rtile.buffers = buffers;
device->map_tile(tile_device, rtile);
return true;
}
/* fill buffer parameters */
BufferParams buffer_params = tile_manager.params;
buffer_params.full_x = rtile.x;
buffer_params.full_y = rtile.y;
buffer_params.width = rtile.w;
buffer_params.height = rtile.h;
buffer_params.get_offset_stride(rtile.offset, rtile.stride);
RenderBuffers *tilebuffers;
/* allocate buffers */
if(params.progressive_refine) {
tile_lock.lock();
if(tile_buffers.size() == 0)
tile_buffers.resize(tile_manager.state.num_tiles, NULL);
/* In certain circumstances number of tiles in the tile manager could
* be changed. This is not supported by the progressive refine feature.
*/
assert(tile_buffers.size() == tile_manager.state.num_tiles);
tilebuffers = tile_buffers[tile.index];
if(tilebuffers == NULL) {
tilebuffers = new RenderBuffers(tile_device);
tile_buffers[tile.index] = tilebuffers;
tilebuffers->reset(tile_device, buffer_params);
}
tile_lock.unlock();
}
else {
tilebuffers = new RenderBuffers(tile_device);
tilebuffers->reset(tile_device, buffer_params);
}
rtile.buffer = tilebuffers->buffer.device_pointer;
rtile.rng_state = tilebuffers->rng_state.device_pointer;
rtile.buffers = tilebuffers;
/* this will tag tile as IN PROGRESS in blender-side render pipeline,
* which is needed to highlight currently rendering tile before first
* sample was processed for it
*/
update_tile_sample(rtile);
return true;
}
void Session::update_tile_sample(RenderTile& rtile)
{
thread_scoped_lock tile_lock(tile_mutex);
if(update_render_tile_cb) {
if(params.progressive_refine == false) {
/* todo: optimize this by making it thread safe and removing lock */
update_render_tile_cb(rtile);
}
}
update_status_time();
}
void Session::release_tile(RenderTile& rtile)
{
thread_scoped_lock tile_lock(tile_mutex);
if(write_render_tile_cb) {
if(params.progressive_refine == false) {
/* todo: optimize this by making it thread safe and removing lock */
write_render_tile_cb(rtile);
delete rtile.buffers;
}
}
update_status_time();
}
void Session::run_cpu()
{
bool tiles_written = false;
last_update_time = time_dt();
{
/* reset once to start */
thread_scoped_lock reset_lock(delayed_reset.mutex);
thread_scoped_lock buffers_lock(buffers_mutex);
thread_scoped_lock display_lock(display_mutex);
reset_(delayed_reset.params, delayed_reset.samples);
delayed_reset.do_reset = false;
}
while(!progress.get_cancel()) {
/* advance to next tile */
bool no_tiles = !tile_manager.next();
bool need_tonemap = false;
if(params.background) {
/* if no work left and in background mode, we can stop immediately */
if(no_tiles) {
progress.set_status("Finished");
break;
}
}
else {
/* if in interactive mode, and we are either paused or done for now,
* wait for pause condition notify to wake up again */
thread_scoped_lock pause_lock(pause_mutex);
if(!pause && delayed_reset.do_reset) {
/* reset once to start */
thread_scoped_lock reset_lock(delayed_reset.mutex);
thread_scoped_lock buffers_lock(buffers_mutex);
thread_scoped_lock display_lock(display_mutex);
reset_(delayed_reset.params, delayed_reset.samples);
delayed_reset.do_reset = false;
}
else if(pause || no_tiles) {
update_status_time(pause, no_tiles);
while(1) {
double pause_start = time_dt();
pause_cond.wait(pause_lock);
paused_time += time_dt() - pause_start;
if(!params.background)
progress.set_start_time(start_time + paused_time);
progress.set_render_start_time(start_time + paused_time);
update_status_time(pause, no_tiles);
progress.set_update();
if(!pause)
break;
}
}
if(progress.get_cancel())
break;
}
if(!no_tiles) {
/* buffers mutex is locked entirely while rendering each
* sample, and released/reacquired on each iteration to allow
* reset and draw in between */
thread_scoped_lock buffers_lock(buffers_mutex);
/* update scene */
update_scene();
if(!device->error_message().empty())
progress.set_error(device->error_message());
if(progress.get_cancel())
break;
/* 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;
if(!params.background) {
requested_features.max_closure = 64;
requested_features.max_nodes_group = NODE_GROUP_LEVEL_MAX;
requested_features.nodes_features = NODE_FEATURE_ALL;
}
else {
requested_features.max_closure = get_max_closure_count();
scene->shader_manager->get_requested_features(
scene,
&requested_features);
}
/* 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->curves.size() > 0) {
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;
}
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);
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)");
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;
}
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);
start_time = time_dt();
preview_time = 0.0;
paused_time = 0.0;
if(!params.background)
progress.set_start_time(start_time);
progress.set_render_start_time(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 sample = tile_manager.state.sample;
int resolution = tile_manager.state.resolution_divider;
int num_tiles = tile_manager.state.num_tiles;
int tile = tile_manager.state.num_rendered_tiles;
/* update status */
string status, substatus;
if(!params.progressive) {
const int progress_sample = progress.get_sample(),
num_samples = tile_manager.get_num_effective_samples();
const bool is_gpu = params.device.type == DEVICE_CUDA || params.device.type == DEVICE_OPENCL;
const bool is_multidevice = params.device.multi_devices.size() > 1;
const bool is_cpu = params.device.type == DEVICE_CPU;
const bool is_last_tile = (num_samples * num_tiles - progress_sample) < num_samples;
substatus = string_printf("Path Tracing Tile %d/%d", tile, num_tiles);
if((is_gpu && !is_multidevice && !device->info.use_split_kernel) ||
(is_cpu && (num_tiles == 1 || is_last_tile)))
{
/* When using split-kernel (OpenCL) each thread in a tile will be working on a different
* sample. Can't display sample number when device uses split-kernel
*/
/* when rendering on GPU multithreading happens within single tile, as in
* tiles are handling sequentially and in this case we could display
* currently rendering sample number
* this helps a lot from feedback point of view.
* also display the info on CPU, when using 1 tile only
*/
int status_sample = progress_sample;
if(tile > 1) {
/* sample counter is global for all tiles, subtract samples
* from already finished tiles to get sample counter for
* current tile only
*/
if(is_cpu && is_last_tile && num_tiles > 1) {
status_sample = num_samples - (num_samples * num_tiles - progress_sample);
}
else {
status_sample -= (tile - 1) * num_samples;
}
}
substatus += string_printf(", Sample %d/%d", status_sample, num_samples);
}
}
else if(tile_manager.num_samples == INT_MAX)
substatus = string_printf("Path Tracing Sample %d", sample+1);
else
substatus = string_printf("Path Tracing Sample %d/%d",
sample+1,
tile_manager.get_num_effective_samples());
if(show_pause) {
status = "Paused";
}
else if(show_done) {
status = "Done";
}
else {
status = substatus;
substatus.clear();
}
progress.set_status(status, substatus);
/* update timing */
if(preview_time == 0.0 && resolution == 1)
preview_time = time_dt();
double tile_time = (tile == 0 || sample == 0)? 0.0: (time_dt() - preview_time - paused_time) / sample;
/* negative can happen when we pause a bit before rendering, can discard that */
if(preview_time < 0.0) preview_time = 0.0;
progress.set_tile(tile, tile_time);
}
void Session::update_progress_sample()
{
progress.increment_sample();
}
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(&Session::update_progress_sample, this);
task.need_finish_queue = params.progressive_refine;
task.integrator_branched = scene->integrator->method == Integrator::BRANCHED_PATH;
task.requested_tile_size = params.tile_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