blender/intern/cycles/render/shader.h
Sergey Sharybin c8d2bc7890 Cycles: Always use guarded allocator of vectors
We don't have vectors re-allocation happening multiple times from inside
a loop anymore, so we can safely switch to a memory guarded allocator for
vectors and keep track on the memory usage at various stages of rendering.

Additionally, when building from inside Blender repository, Cycles will
use Blender's guarded allocator, so actual memory usage will be displayed
in the Space Info header.

There are couple of tricky aspects of the patch:

- TaskScheduler::exit() now explicitly frees memory used by `threads`.
  This is needed because `threads` is a static member which destructor
  isn't getting called on Blender's exit which caused memory leak print
  to happen.

  This shouldn't give any measurable speed issues, reallocation of that
  vector is only one of fewzillion other allocations happening during
  synchronization.

- Use regular guarded malloc (not aligned one). No idea why it was
  made to be aligned in the first place. Perhaps some corner case tests
  or so. Vector was never expected to be aligned anyway. Let's see if
  we'll have actual bugs with this.

Reviewers: dingto, lukasstockner97, juicyfruit, brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D1774
2016-02-12 15:43:26 +01:00

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/*
* 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.
*/
#ifndef __SHADER_H__
#define __SHADER_H__
#ifdef WITH_OSL
/* So no context pollution happens from indirectly included windows.h */
# include "util_windows.h"
# include <OSL/oslexec.h>
#endif
#include "attribute.h"
#include "kernel_types.h"
#include "util_map.h"
#include "util_param.h"
#include "util_string.h"
#include "util_thread.h"
#include "util_types.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class DeviceRequestedFeatures;
class Mesh;
class Progress;
class Scene;
class ShaderGraph;
struct float3;
enum ShadingSystem {
SHADINGSYSTEM_OSL,
SHADINGSYSTEM_SVM
};
/* Keep those in sync with the python-defined enum. */
enum VolumeSampling {
VOLUME_SAMPLING_DISTANCE = 0,
VOLUME_SAMPLING_EQUIANGULAR = 1,
VOLUME_SAMPLING_MULTIPLE_IMPORTANCE = 2,
VOLUME_NUM_SAMPLING,
};
enum VolumeInterpolation {
VOLUME_INTERPOLATION_LINEAR = 0,
VOLUME_INTERPOLATION_CUBIC = 1,
VOLUME_NUM_INTERPOLATION,
};
/* Shader describing the appearance of a Mesh, Light or Background.
*
* While there is only a single shader graph, it has three outputs: surface,
* volume and displacement, that the shader manager will compile and execute
* separately. */
class Shader {
public:
/* name */
string name;
int pass_id;
/* shader graph */
ShaderGraph *graph;
/* shader graph with auto bump mapping included, we compile two shaders,
* with and without bump, because the displacement method is a mesh
* level setting, so we need to handle both */
ShaderGraph *graph_bump;
/* sampling */
bool use_mis;
bool use_transparent_shadow;
bool heterogeneous_volume;
VolumeSampling volume_sampling_method;
int volume_interpolation_method;
/* synchronization */
bool need_update;
bool need_update_attributes;
/* information about shader after compiling */
bool has_surface;
bool has_surface_emission;
bool has_surface_transparent;
bool has_volume;
bool has_displacement;
bool has_surface_bssrdf;
bool has_bssrdf_bump;
bool has_surface_spatial_varying;
bool has_volume_spatial_varying;
bool has_object_dependency;
bool has_integrator_dependency;
/* requested mesh attributes */
AttributeRequestSet attributes;
/* determined before compiling */
bool used;
#ifdef WITH_OSL
/* osl shading state references */
OSL::ShaderGroupRef osl_surface_ref;
OSL::ShaderGroupRef osl_surface_bump_ref;
OSL::ShaderGroupRef osl_volume_ref;
OSL::ShaderGroupRef osl_displacement_ref;
#endif
Shader();
~Shader();
void set_graph(ShaderGraph *graph);
void tag_update(Scene *scene);
void tag_used(Scene *scene);
};
/* Shader Manager virtual base class
*
* From this the SVM and OSL shader managers are derived, that do the actual
* shader compiling and device updating. */
class ShaderManager {
public:
bool need_update;
static ShaderManager *create(Scene *scene, int shadingsystem);
virtual ~ShaderManager();
virtual void reset(Scene *scene) = 0;
virtual bool use_osl() { return false; }
/* device update */
virtual void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) = 0;
virtual void device_free(Device *device, DeviceScene *dscene, Scene *scene) = 0;
void device_update_shaders_used(Scene *scene);
void device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_free_common(Device *device, DeviceScene *dscene, Scene *scene);
/* get globally unique id for a type of attribute */
uint get_attribute_id(ustring name);
uint get_attribute_id(AttributeStandard std);
/* get shader id for mesh faces */
int get_shader_id(uint shader, Mesh *mesh = NULL, bool smooth = false);
/* add default shaders to scene, to use as default for things that don't
* have any shader assigned explicitly */
static void add_default(Scene *scene);
/* Selective nodes compilation. */
void get_requested_features(Scene *scene,
DeviceRequestedFeatures *requested_features);
static void free_memory();
protected:
ShaderManager();
typedef unordered_map<ustring, uint, ustringHash> AttributeIDMap;
AttributeIDMap unique_attribute_id;
thread_mutex lookup_table_mutex;
static vector<float> beckmann_table;
size_t beckmann_table_offset;
void get_requested_graph_features(ShaderGraph *graph,
DeviceRequestedFeatures *requested_features);
};
CCL_NAMESPACE_END
#endif /* __SHADER_H__ */