blender/intern/cycles/session/session.cpp
Campbell Barton 5b9740c913 Cleanup: use braces for sources in intern/
Omitted intern/itasc as some of these sources are from KDL:
https://www.orocos.org/kdl.html
2023-09-17 09:05:40 +10:00

760 lines
20 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include <limits.h>
#include <string.h>
#include "device/cpu/device.h"
#include "device/device.h"
#include "integrator/pass_accessor_cpu.h"
#include "integrator/path_trace.h"
#include "scene/background.h"
#include "scene/bake.h"
#include "scene/camera.h"
#include "scene/integrator.h"
#include "scene/light.h"
#include "scene/mesh.h"
#include "scene/object.h"
#include "scene/scene.h"
#include "scene/shader_graph.h"
#include "session/buffers.h"
#include "session/display_driver.h"
#include "session/output_driver.h"
#include "session/session.h"
#include "util/foreach.h"
#include "util/function.h"
#include "util/log.h"
#include "util/math.h"
#include "util/task.h"
#include "util/time.h"
CCL_NAMESPACE_BEGIN
Session::Session(const SessionParams &params_, const SceneParams &scene_params)
: params(params_), render_scheduler_(tile_manager_, params)
{
TaskScheduler::init(params.threads);
delayed_reset_.do_reset = false;
pause_ = false;
new_work_added_ = false;
device = Device::create(params.device, stats, profiler);
if (device->have_error()) {
progress.set_error(device->error_message());
}
scene = new Scene(scene_params, device);
/* Configure path tracer. */
path_trace_ = make_unique<PathTrace>(
device, scene->film, &scene->dscene, render_scheduler_, tile_manager_);
path_trace_->set_progress(&progress);
path_trace_->progress_update_cb = [&]() { update_status_time(); };
tile_manager_.full_buffer_written_cb = [&](string_view filename) {
if (!full_buffer_written_cb) {
return;
}
full_buffer_written_cb(filename);
};
/* Create session thread. */
session_thread_ = new thread(function_bind(&Session::thread_run, this));
}
Session::~Session()
{
/* Cancel any ongoing render operation. */
cancel();
/* Signal session thread to end. */
{
thread_scoped_lock session_thread_lock(session_thread_mutex_);
session_thread_state_ = SESSION_THREAD_END;
}
session_thread_cond_.notify_all();
/* Destroy session thread. */
session_thread_->join();
delete session_thread_;
/* Destroy path tracer, before the device. This is needed because destruction might need to
* access device for device memory free.
* TODO(sergey): Convert device to be unique_ptr, and rely on C++ to destruct objects in the
* pre-defined order. */
path_trace_.reset();
/* Destroy scene and device. */
delete scene;
delete device;
/* Stop task scheduler. */
TaskScheduler::exit();
}
void Session::start()
{
{
/* Signal session thread to start rendering. */
thread_scoped_lock session_thread_lock(session_thread_mutex_);
if (session_thread_state_ == SESSION_THREAD_RENDER) {
/* Already rendering, nothing to do. */
return;
}
session_thread_state_ = SESSION_THREAD_RENDER;
}
session_thread_cond_.notify_all();
}
void Session::cancel(bool quick)
{
/* Cancel any long running device operations (e.g. shader compilations). */
device->cancel();
/* Check if session thread is rendering. */
const bool rendering = is_session_thread_rendering();
if (rendering) {
/* Cancel path trace operations. */
if (quick && path_trace_) {
path_trace_->cancel();
}
/* Cancel other operations. */
progress.set_cancel("Exiting");
/* Signal unpause in case the render was paused. */
{
thread_scoped_lock pause_lock(pause_mutex_);
pause_ = false;
}
pause_cond_.notify_all();
/* Wait for render thread to be cancelled or finished. */
wait();
}
}
bool Session::ready_to_reset()
{
return path_trace_->ready_to_reset();
}
void Session::run_main_render_loop()
{
path_trace_->clear_display();
while (true) {
RenderWork render_work = run_update_for_next_iteration();
if (!render_work) {
if (VLOG_INFO_IS_ON) {
double total_time, render_time;
progress.get_time(total_time, render_time);
VLOG_INFO << "Rendering in main loop is done in " << render_time << " seconds.";
VLOG_INFO << path_trace_->full_report();
}
if (params.background) {
/* if no work left and in background mode, we can stop immediately. */
progress.set_status("Finished");
break;
}
}
const bool did_cancel = progress.get_cancel();
if (did_cancel) {
render_scheduler_.render_work_reschedule_on_cancel(render_work);
if (!render_work) {
break;
}
}
else if (run_wait_for_work(render_work)) {
continue;
}
/* Stop rendering if error happened during scene update or other step of preparing scene
* for render. */
if (device->have_error()) {
progress.set_error(device->error_message());
break;
}
{
/* 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();
/* render */
path_trace_->render(render_work);
/* update status and timing */
update_status_time();
/* Stop rendering if error happened during path tracing. */
if (device->have_error()) {
progress.set_error(device->error_message());
break;
}
}
progress.set_update();
if (did_cancel) {
break;
}
}
}
void Session::thread_run()
{
while (true) {
{
thread_scoped_lock session_thread_lock(session_thread_mutex_);
if (session_thread_state_ == SESSION_THREAD_WAIT) {
/* Continue waiting for any signal from the main thread. */
session_thread_cond_.wait(session_thread_lock);
continue;
}
else if (session_thread_state_ == SESSION_THREAD_END) {
/* End thread immediately. */
break;
}
}
/* Execute a render. */
thread_render();
/* Go back from rendering to waiting. */
{
thread_scoped_lock session_thread_lock(session_thread_mutex_);
if (session_thread_state_ == SESSION_THREAD_RENDER) {
session_thread_state_ = SESSION_THREAD_WAIT;
}
}
session_thread_cond_.notify_all();
}
/* Flush any remaining operations and destroy display driver here. This ensure
* graphics API resources are created and destroyed all in the session thread,
* which can avoid problems contexts and multiple threads. */
path_trace_->flush_display();
path_trace_->set_display_driver(nullptr);
}
void Session::thread_render()
{
if (params.use_profiling && (params.device.type == DEVICE_CPU)) {
profiler.start();
}
/* session thread loop */
progress.set_status("Waiting for render to start");
/* run */
if (!progress.get_cancel()) {
/* reset number of rendered samples */
progress.reset_sample();
run_main_render_loop();
}
profiler.stop();
/* progress update */
if (progress.get_cancel()) {
progress.set_status(progress.get_cancel_message());
}
else {
progress.set_update();
}
}
bool Session::is_session_thread_rendering()
{
thread_scoped_lock session_thread_lock(session_thread_mutex_);
return (session_thread_state_ == SESSION_THREAD_RENDER);
}
RenderWork Session::run_update_for_next_iteration()
{
RenderWork render_work;
thread_scoped_lock scene_lock(scene->mutex);
bool have_tiles = true;
bool switched_to_new_tile = false;
bool did_reset = false;
/* Perform delayed reset if requested. */
{
thread_scoped_lock reset_lock(delayed_reset_.mutex);
if (delayed_reset_.do_reset) {
did_reset = true;
thread_scoped_lock buffers_lock(buffers_mutex_);
do_delayed_reset();
/* After reset make sure the tile manager is at the first big tile. */
have_tiles = tile_manager_.next();
switched_to_new_tile = true;
}
}
/* Update number of samples in the integrator.
* Ideally this would need to happen once in `Session::set_samples()`, but the issue there is
* the initial configuration when Session is created where the `set_samples()` is not used.
*
* NOTE: Unless reset was requested only allow increasing number of samples. */
if (did_reset || scene->integrator->get_aa_samples() < params.samples) {
scene->integrator->set_aa_samples(params.samples);
}
/* Update denoiser settings. */
{
const DenoiseParams denoise_params = scene->integrator->get_denoise_params();
path_trace_->set_denoiser_params(denoise_params);
}
/* Update adaptive sampling. */
{
const AdaptiveSampling adaptive_sampling = scene->integrator->get_adaptive_sampling();
path_trace_->set_adaptive_sampling(adaptive_sampling);
}
/* Update path guiding. */
{
const GuidingParams guiding_params = scene->integrator->get_guiding_params(device);
const bool guiding_reset = (guiding_params.use) ? scene->need_reset(false) : false;
path_trace_->set_guiding_params(guiding_params, guiding_reset);
}
render_scheduler_.set_num_samples(params.samples);
render_scheduler_.set_start_sample(params.sample_offset);
render_scheduler_.set_time_limit(params.time_limit);
while (have_tiles) {
render_work = render_scheduler_.get_render_work();
if (render_work) {
break;
}
progress.add_finished_tile(false);
have_tiles = tile_manager_.next();
if (have_tiles) {
render_scheduler_.reset_for_next_tile();
switched_to_new_tile = true;
}
}
if (render_work) {
scoped_timer update_timer;
if (switched_to_new_tile) {
BufferParams tile_params = buffer_params_;
const Tile &tile = tile_manager_.get_current_tile();
tile_params.width = tile.width;
tile_params.height = tile.height;
tile_params.window_x = tile.window_x;
tile_params.window_y = tile.window_y;
tile_params.window_width = tile.window_width;
tile_params.window_height = tile.window_height;
tile_params.full_x = tile.x + buffer_params_.full_x;
tile_params.full_y = tile.y + buffer_params_.full_y;
tile_params.full_width = buffer_params_.full_width;
tile_params.full_height = buffer_params_.full_height;
tile_params.update_offset_stride();
path_trace_->reset(buffer_params_, tile_params, did_reset);
}
const int resolution = render_work.resolution_divider;
const int width = max(1, buffer_params_.full_width / resolution);
const int height = max(1, buffer_params_.full_height / resolution);
{
/* Load render kernels, before device update where we upload data to the GPU.
* Do it outside of the scene mutex since the heavy part of the loading (i.e. kernel
* compilation) does not depend on the scene and some other functionality (like display
* driver) might be waiting on the scene mutex to synchronize display pass.
*
* The scene will lock itself for the short period if it needs to update kernel features. */
scene_lock.unlock();
scene->load_kernels(progress);
scene_lock.lock();
}
if (update_scene(width, height)) {
profiler.reset(scene->shaders.size(), scene->objects.size());
}
/* Unlock scene mutex before loading denoiser kernels, since that may attempt to activate
* graphics interop, which can deadlock when the scene mutex is still being held. */
scene_lock.unlock();
path_trace_->load_kernels();
path_trace_->alloc_work_memory();
/* Wait for device to be ready (e.g. finish any background compilations). */
string device_status;
while (!device->is_ready(device_status)) {
progress.set_status(device_status);
if (progress.get_cancel()) {
break;
}
std::this_thread::sleep_for(std::chrono::milliseconds(200));
}
progress.add_skip_time(update_timer, params.background);
}
return render_work;
}
bool Session::run_wait_for_work(const RenderWork &render_work)
{
/* In an offline rendering there is no pause, and no tiles will mean the job is fully done. */
if (params.background) {
return false;
}
thread_scoped_lock pause_lock(pause_mutex_);
if (!pause_ && render_work) {
/* Rendering is not paused and there is work to be done. No need to wait for anything. */
return false;
}
const bool no_work = !render_work;
update_status_time(pause_, no_work);
/* Only leave the loop when rendering is not paused. But even if the current render is
* un-paused but there is nothing to render keep waiting until new work is added. */
while (!progress.get_cancel()) {
scoped_timer pause_timer;
if (!pause_ && (render_work || new_work_added_ || delayed_reset_.do_reset)) {
break;
}
/* Wait for either pause state changed, or extra samples added to render. */
pause_cond_.wait(pause_lock);
if (pause_) {
progress.add_skip_time(pause_timer, params.background);
}
update_status_time(pause_, no_work);
progress.set_update();
}
new_work_added_ = false;
return no_work;
}
void Session::draw()
{
path_trace_->draw();
}
int2 Session::get_effective_tile_size() const
{
const int image_width = buffer_params_.width;
const int image_height = buffer_params_.height;
if (!params.use_auto_tile) {
return make_int2(image_width, image_height);
}
const int64_t image_area = static_cast<int64_t>(image_width) * image_height;
/* TODO(sergey): Take available memory into account, and if there is enough memory do not
* tile and prefer optimal performance. */
const int tile_size = tile_manager_.compute_render_tile_size(params.tile_size);
const int64_t actual_tile_area = static_cast<int64_t>(tile_size) * tile_size;
if (actual_tile_area >= image_area && image_width <= TileManager::MAX_TILE_SIZE &&
image_height <= TileManager::MAX_TILE_SIZE)
{
return make_int2(image_width, image_height);
}
return make_int2(tile_size, tile_size);
}
void Session::do_delayed_reset()
{
if (!delayed_reset_.do_reset) {
return;
}
delayed_reset_.do_reset = false;
params = delayed_reset_.session_params;
buffer_params_ = delayed_reset_.buffer_params;
/* Store parameters used for buffers access outside of scene graph. */
buffer_params_.samples = params.samples;
buffer_params_.exposure = scene->film->get_exposure();
buffer_params_.use_approximate_shadow_catcher =
scene->film->get_use_approximate_shadow_catcher();
buffer_params_.use_transparent_background = scene->background->get_transparent();
/* Tile and work scheduling. */
tile_manager_.reset_scheduling(buffer_params_, get_effective_tile_size());
render_scheduler_.reset(buffer_params_, params.samples, params.sample_offset);
/* Passes. */
/* When multiple tiles are used SAMPLE_COUNT pass is used to keep track of possible partial
* tile results. It is safe to use generic update function here which checks for changes since
* changes in tile settings re-creates session, which ensures film is fully updated on tile
* changes. */
scene->film->update_passes(scene, tile_manager_.has_multiple_tiles());
/* Update for new state of scene and passes. */
buffer_params_.update_passes(scene->passes);
tile_manager_.update(buffer_params_, scene);
/* Update temp directory on reset.
* This potentially allows to finish the existing rendering with a previously configure
* temporary
* directory in the host software and switch to a new temp directory when new render starts. */
tile_manager_.set_temp_dir(params.temp_dir);
/* Progress. */
progress.reset_sample();
progress.set_total_pixel_samples(static_cast<uint64_t>(buffer_params_.width) *
buffer_params_.height * params.samples);
if (!params.background) {
progress.set_start_time();
}
const double time_limit = params.time_limit * ((double)tile_manager_.get_num_tiles());
progress.set_render_start_time();
progress.set_time_limit(time_limit);
}
void Session::reset(const SessionParams &session_params, const BufferParams &buffer_params)
{
{
thread_scoped_lock reset_lock(delayed_reset_.mutex);
thread_scoped_lock pause_lock(pause_mutex_);
delayed_reset_.do_reset = true;
delayed_reset_.session_params = session_params;
delayed_reset_.buffer_params = buffer_params;
path_trace_->cancel();
}
pause_cond_.notify_all();
}
void Session::set_samples(int samples)
{
if (samples == params.samples) {
return;
}
params.samples = samples;
{
thread_scoped_lock pause_lock(pause_mutex_);
new_work_added_ = true;
}
pause_cond_.notify_all();
}
void Session::set_time_limit(double time_limit)
{
if (time_limit == params.time_limit) {
return;
}
params.time_limit = time_limit;
{
thread_scoped_lock pause_lock(pause_mutex_);
new_work_added_ = true;
}
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 (is_session_thread_rendering()) {
if (notify) {
pause_cond_.notify_all();
}
}
else if (pause_) {
update_status_time(pause_);
}
}
void Session::set_output_driver(unique_ptr<OutputDriver> driver)
{
path_trace_->set_output_driver(std::move(driver));
}
void Session::set_display_driver(unique_ptr<DisplayDriver> driver)
{
path_trace_->set_display_driver(std::move(driver));
}
double Session::get_estimated_remaining_time() const
{
const double completed = progress.get_progress();
if (completed == 0.0) {
return 0.0;
}
double total_time, render_time;
progress.get_time(total_time, render_time);
double remaining = (1.0 - (double)completed) * (render_time / (double)completed);
const double time_limit = render_scheduler_.get_time_limit() *
((double)tile_manager_.get_num_tiles());
if (time_limit != 0.0) {
remaining = min(remaining, max(time_limit - render_time, 0.0));
}
return remaining;
}
void Session::wait()
{
/* Wait until session thread either is waiting or ending. */
while (true) {
thread_scoped_lock session_thread_lock(session_thread_mutex_);
if (session_thread_state_ != SESSION_THREAD_RENDER) {
break;
}
session_thread_cond_.wait(session_thread_lock);
}
}
bool Session::update_scene(int width, int height)
{
/* 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;
cam->set_screen_size(width, height);
return scene->update(progress);
}
static string status_append(const string &status, const string &suffix)
{
string prefix = status;
if (!prefix.empty()) {
prefix += ", ";
}
return prefix + suffix;
}
void Session::update_status_time(bool show_pause, bool show_done)
{
string status, substatus;
const int current_tile = progress.get_rendered_tiles();
const int num_tiles = tile_manager_.get_num_tiles();
const int current_sample = progress.get_current_sample();
const int num_samples = render_scheduler_.get_num_samples();
/* TIle. */
if (tile_manager_.has_multiple_tiles()) {
substatus = status_append(substatus,
string_printf("Rendered %d/%d Tiles", current_tile, num_tiles));
}
/* Sample. */
if (!params.background && num_samples == Integrator::MAX_SAMPLES) {
substatus = status_append(substatus, string_printf("Sample %d", current_sample));
}
else {
substatus = status_append(substatus,
string_printf("Sample %d/%d", current_sample, num_samples));
}
/* Append any device-specific status (such as background kernel optimization) */
string device_status;
if (device->is_ready(device_status) && !device_status.empty()) {
substatus += string_printf(" (%s)", device_status.c_str());
}
/* TODO(sergey): Denoising status from the path trace. */
if (show_pause) {
status = "Rendering Paused";
}
else if (show_done) {
status = "Rendering Done";
progress.set_end_time(); /* Save end time so that further calls to get_time are accurate. */
}
else {
status = substatus;
substatus.clear();
}
progress.set_status(status, substatus);
}
void Session::device_free()
{
scene->device_free();
path_trace_->device_free();
}
void Session::collect_statistics(RenderStats *render_stats)
{
scene->collect_statistics(render_stats);
if (params.use_profiling && (params.device.type == DEVICE_CPU)) {
render_stats->collect_profiling(scene, profiler);
}
}
/* --------------------------------------------------------------------
* Full-frame on-disk storage.
*/
void Session::process_full_buffer_from_disk(string_view filename)
{
path_trace_->process_full_buffer_from_disk(filename);
}
CCL_NAMESPACE_END