blender/intern/cycles/device/device.cpp
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

376 lines
8.5 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 <stdlib.h>
#include <string.h>
#include "device.h"
#include "device_intern.h"
#include "util_debug.h"
#include "util_foreach.h"
#include "util_half.h"
#include "util_math.h"
#include "util_opengl.h"
#include "util_time.h"
#include "util_types.h"
#include "util_vector.h"
#include "util_string.h"
CCL_NAMESPACE_BEGIN
bool Device::need_types_update = true;
bool Device::need_devices_update = true;
vector<DeviceType> Device::types;
vector<DeviceInfo> Device::devices;
/* Device Requested Features */
std::ostream& operator <<(std::ostream &os,
const DeviceRequestedFeatures& requested_features)
{
os << "Experimental features: "
<< (requested_features.experimental ? "On" : "Off") << std::endl;
os << "Max closure count: " << requested_features.max_closure << std::endl;
os << "Max nodes group: " << requested_features.max_nodes_group << std::endl;
/* TODO(sergey): Decode bitflag into list of names. */
os << "Nodes features: " << requested_features.nodes_features << std::endl;
os << "Use hair: "
<< string_from_bool(requested_features.use_hair) << std::endl;
os << "Use object motion: "
<< string_from_bool(requested_features.use_object_motion) << std::endl;
os << "Use camera motion: "
<< string_from_bool(requested_features.use_camera_motion) << std::endl;
os << "Use Baking: "
<< string_from_bool(requested_features.use_baking) << std::endl;
return os;
}
/* Device */
Device::~Device()
{
if(!background && vertex_buffer != 0) {
glDeleteBuffers(1, &vertex_buffer);
}
}
void Device::pixels_alloc(device_memory& mem)
{
mem_alloc(mem, MEM_READ_WRITE);
}
void Device::pixels_copy_from(device_memory& mem, int y, int w, int h)
{
if(mem.data_type == TYPE_HALF)
mem_copy_from(mem, y, w, h, sizeof(half4));
else
mem_copy_from(mem, y, w, h, sizeof(uchar4));
}
void Device::pixels_free(device_memory& mem)
{
mem_free(mem);
}
void Device::draw_pixels(device_memory& rgba, int y, int w, int h, int dx, int dy, int width, int height, bool transparent,
const DeviceDrawParams &draw_params)
{
pixels_copy_from(rgba, y, w, h);
if(transparent) {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
glColor3f(1.0f, 1.0f, 1.0f);
if(rgba.data_type == TYPE_HALF) {
/* for multi devices, this assumes the inefficient method that we allocate
* all pixels on the device even though we only render to a subset */
GLhalf *data_pointer = (GLhalf*)rgba.data_pointer;
float vbuffer[16], *basep;
float *vp = NULL;
data_pointer += 4*y*w;
/* draw half float texture, GLSL shader for display transform assumed to be bound */
GLuint texid;
glGenTextures(1, &texid);
glBindTexture(GL_TEXTURE_2D, texid);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, w, h, 0, GL_RGBA, GL_HALF_FLOAT, data_pointer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glEnable(GL_TEXTURE_2D);
if(draw_params.bind_display_space_shader_cb) {
draw_params.bind_display_space_shader_cb();
}
if(GLEW_VERSION_1_5) {
if(!vertex_buffer)
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
/* invalidate old contents - avoids stalling if buffer is still waiting in queue to be rendered */
glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(float), NULL, GL_STREAM_DRAW);
vp = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
basep = NULL;
}
else {
basep = vbuffer;
vp = vbuffer;
}
if(vp) {
/* texture coordinate - vertex pair */
vp[0] = 0.0f;
vp[1] = 0.0f;
vp[2] = dx;
vp[3] = dy;
vp[4] = 1.0f;
vp[5] = 0.0f;
vp[6] = (float)width + dx;
vp[7] = dy;
vp[8] = 1.0f;
vp[9] = 1.0f;
vp[10] = (float)width + dx;
vp[11] = (float)height + dy;
vp[12] = 0.0f;
vp[13] = 1.0f;
vp[14] = dx;
vp[15] = (float)height + dy;
if(vertex_buffer)
glUnmapBuffer(GL_ARRAY_BUFFER);
}
glTexCoordPointer(2, GL_FLOAT, 4 * sizeof(float), basep);
glVertexPointer(2, GL_FLOAT, 4 * sizeof(float), ((char *)basep) + 2 * sizeof(float));
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
if(vertex_buffer) {
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
if(draw_params.unbind_display_space_shader_cb) {
draw_params.unbind_display_space_shader_cb();
}
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glDeleteTextures(1, &texid);
}
else {
/* fallback for old graphics cards that don't support GLSL, half float,
* and non-power-of-two textures */
glPixelZoom((float)width/(float)w, (float)height/(float)h);
glRasterPos2f(dx, dy);
uint8_t *pixels = (uint8_t*)rgba.data_pointer;
pixels += 4*y*w;
glDrawPixels(w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glRasterPos2f(0.0f, 0.0f);
glPixelZoom(1.0f, 1.0f);
}
if(transparent)
glDisable(GL_BLEND);
}
Device *Device::create(DeviceInfo& info, Stats &stats, bool background)
{
Device *device;
switch(info.type) {
case DEVICE_CPU:
device = device_cpu_create(info, stats, background);
break;
#ifdef WITH_CUDA
case DEVICE_CUDA:
if(device_cuda_init())
device = device_cuda_create(info, stats, background);
else
device = NULL;
break;
#endif
#ifdef WITH_MULTI
case DEVICE_MULTI:
device = device_multi_create(info, stats, background);
break;
#endif
#ifdef WITH_NETWORK
case DEVICE_NETWORK:
device = device_network_create(info, stats, "127.0.0.1");
break;
#endif
#ifdef WITH_OPENCL
case DEVICE_OPENCL:
if(device_opencl_init())
device = device_opencl_create(info, stats, background);
else
device = NULL;
break;
#endif
default:
return NULL;
}
return device;
}
DeviceType Device::type_from_string(const char *name)
{
if(strcmp(name, "cpu") == 0)
return DEVICE_CPU;
else if(strcmp(name, "cuda") == 0)
return DEVICE_CUDA;
else if(strcmp(name, "opencl") == 0)
return DEVICE_OPENCL;
else if(strcmp(name, "network") == 0)
return DEVICE_NETWORK;
else if(strcmp(name, "multi") == 0)
return DEVICE_MULTI;
return DEVICE_NONE;
}
string Device::string_from_type(DeviceType type)
{
if(type == DEVICE_CPU)
return "cpu";
else if(type == DEVICE_CUDA)
return "cuda";
else if(type == DEVICE_OPENCL)
return "opencl";
else if(type == DEVICE_NETWORK)
return "network";
else if(type == DEVICE_MULTI)
return "multi";
return "";
}
vector<DeviceType>& Device::available_types()
{
if(need_types_update) {
types.clear();
types.push_back(DEVICE_CPU);
#ifdef WITH_CUDA
if(device_cuda_init())
types.push_back(DEVICE_CUDA);
#endif
#ifdef WITH_OPENCL
if(device_opencl_init())
types.push_back(DEVICE_OPENCL);
#endif
#ifdef WITH_NETWORK
types.push_back(DEVICE_NETWORK);
#endif
#ifdef WITH_MULTI
types.push_back(DEVICE_MULTI);
#endif
need_types_update = false;
}
return types;
}
vector<DeviceInfo>& Device::available_devices()
{
if(need_devices_update) {
devices.clear();
#ifdef WITH_CUDA
if(device_cuda_init())
device_cuda_info(devices);
#endif
#ifdef WITH_OPENCL
if(device_opencl_init())
device_opencl_info(devices);
#endif
#ifdef WITH_MULTI
device_multi_info(devices);
#endif
device_cpu_info(devices);
#ifdef WITH_NETWORK
device_network_info(devices);
#endif
need_devices_update = false;
}
return devices;
}
string Device::device_capabilities()
{
string capabilities = "CPU device capabilities: ";
capabilities += device_cpu_capabilities() + "\n";
#ifdef WITH_CUDA
if(device_cuda_init()) {
capabilities += "\nCUDA device capabilities:\n";
capabilities += device_cuda_capabilities();
}
#endif
#ifdef WITH_OPENCL
if(device_opencl_init()) {
capabilities += "\nOpenCL device capabilities:\n";
capabilities += device_opencl_capabilities();
}
#endif
return capabilities;
}
void Device::tag_update()
{
need_types_update = true;
need_devices_update = true;
}
void Device::free_memory()
{
types.free_memory();
devices.free_memory();
}
CCL_NAMESPACE_END