cd44449578
This way memory overhead caused by the BVH building is not so visible and peak memory usage will be reduced. Implementing this idea is not so straightforward actually, because we need to synchronize images used for true displacement before meshes. Detecting whether image is used for true displacement is not so striaghtforward, so for now all all displacement types will synchronize images used for them. Such change brings memory usage from 4.1G to 4.0G with the 01_01_01_D scene from gooseberry. With 01_01_01_G scene it's 7.6G vs. 6.8G (before and after the patch). Reviewers: campbellbarton, juicyfruit, brecht Subscribers: eyecandy Differential Revision: https://developer.blender.org/D1217
330 lines
9.0 KiB
C++
330 lines
9.0 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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#include <stdlib.h>
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#include "background.h"
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#include "bake.h"
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#include "camera.h"
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#include "curves.h"
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#include "device.h"
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#include "film.h"
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#include "integrator.h"
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#include "light.h"
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#include "mesh.h"
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#include "object.h"
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#include "osl.h"
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#include "particles.h"
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#include "scene.h"
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#include "shader.h"
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#include "svm.h"
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#include "tables.h"
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#include "util_foreach.h"
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#include "util_progress.h"
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#ifdef WITH_CYCLES_DEBUG
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# include "util_guarded_allocator.h"
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# include "util_logging.h"
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#endif
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CCL_NAMESPACE_BEGIN
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Scene::Scene(const SceneParams& params_, const DeviceInfo& device_info_)
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: params(params_)
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{
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device = NULL;
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memset(&dscene.data, 0, sizeof(dscene.data));
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camera = new Camera();
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lookup_tables = new LookupTables();
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film = new Film();
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background = new Background();
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light_manager = new LightManager();
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mesh_manager = new MeshManager();
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object_manager = new ObjectManager();
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integrator = new Integrator();
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image_manager = new ImageManager();
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particle_system_manager = new ParticleSystemManager();
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curve_system_manager = new CurveSystemManager();
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bake_manager = new BakeManager();
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/* OSL only works on the CPU */
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if(device_info_.type == DEVICE_CPU)
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shader_manager = ShaderManager::create(this, params.shadingsystem);
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else
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shader_manager = ShaderManager::create(this, SHADINGSYSTEM_SVM);
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/* Extended image limits for CPU and GPUs */
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image_manager->set_extended_image_limits(device_info_);
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}
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Scene::~Scene()
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{
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free_memory(true);
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}
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void Scene::free_memory(bool final)
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{
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foreach(Shader *s, shaders)
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delete s;
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foreach(Mesh *m, meshes)
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delete m;
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foreach(Object *o, objects)
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delete o;
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foreach(Light *l, lights)
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delete l;
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foreach(ParticleSystem *p, particle_systems)
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delete p;
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shaders.clear();
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meshes.clear();
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objects.clear();
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lights.clear();
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particle_systems.clear();
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if(device) {
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camera->device_free(device, &dscene);
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film->device_free(device, &dscene, this);
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background->device_free(device, &dscene);
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integrator->device_free(device, &dscene);
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object_manager->device_free(device, &dscene);
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mesh_manager->device_free(device, &dscene);
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shader_manager->device_free(device, &dscene, this);
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light_manager->device_free(device, &dscene);
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particle_system_manager->device_free(device, &dscene);
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curve_system_manager->device_free(device, &dscene);
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bake_manager->device_free(device, &dscene);
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if(!params.persistent_data || final)
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image_manager->device_free(device, &dscene);
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else
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image_manager->device_free_builtin(device, &dscene);
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lookup_tables->device_free(device, &dscene);
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}
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if(final) {
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delete lookup_tables;
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delete camera;
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delete film;
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delete background;
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delete integrator;
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delete object_manager;
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delete mesh_manager;
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delete shader_manager;
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delete light_manager;
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delete particle_system_manager;
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delete curve_system_manager;
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delete image_manager;
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delete bake_manager;
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}
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}
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void Scene::device_update(Device *device_, Progress& progress)
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{
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if(!device)
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device = device_;
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/* The order of updates is important, because there's dependencies between
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* the different managers, using data computed by previous managers.
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*
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* - Image manager uploads images used by shaders.
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* - Camera may be used for adaptive subdivision.
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* - Displacement shader must have all shader data available.
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* - Light manager needs lookup tables and final mesh data to compute emission CDF.
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* - Film needs light manager to run for use_light_visibility
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* - Lookup tables are done a second time to handle film tables
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*/
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image_manager->set_pack_images(device->info.pack_images);
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progress.set_status("Updating Shaders");
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shader_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel() || device->have_error()) return;
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progress.set_status("Updating Background");
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background->device_update(device, &dscene, this);
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if(progress.get_cancel() || device->have_error()) return;
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progress.set_status("Updating Camera");
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camera->device_update(device, &dscene, this);
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if(progress.get_cancel() || device->have_error()) return;
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progress.set_status("Updating Objects");
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object_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel() || device->have_error()) return;
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progress.set_status("Updating Meshes Flags");
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mesh_manager->device_update_flags(device, &dscene, this, progress);
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if(progress.get_cancel() || device->have_error()) return;
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progress.set_status("Updating Objects Flags");
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object_manager->device_update_flags(device, &dscene, this, progress);
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if(progress.get_cancel() || device->have_error()) return;
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progress.set_status("Updating Meshes");
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mesh_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel() || device->have_error()) return;
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progress.set_status("Updating Images");
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image_manager->device_update(device, &dscene, progress);
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if(progress.get_cancel() || device->have_error()) return;
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progress.set_status("Updating Camera Volume");
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camera->device_update_volume(device, &dscene, this);
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if(progress.get_cancel() || device->have_error()) return;
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progress.set_status("Updating Hair Systems");
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curve_system_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel() || device->have_error()) return;
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progress.set_status("Updating Lookup Tables");
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lookup_tables->device_update(device, &dscene);
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if(progress.get_cancel() || device->have_error()) return;
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progress.set_status("Updating Lights");
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light_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel() || device->have_error()) return;
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progress.set_status("Updating Particle Systems");
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particle_system_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel() || device->have_error()) return;
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progress.set_status("Updating Film");
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film->device_update(device, &dscene, this);
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if(progress.get_cancel() || device->have_error()) return;
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progress.set_status("Updating Integrator");
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integrator->device_update(device, &dscene, this);
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if(progress.get_cancel() || device->have_error()) return;
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progress.set_status("Updating Lookup Tables");
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lookup_tables->device_update(device, &dscene);
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if(progress.get_cancel() || device->have_error()) return;
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progress.set_status("Updating Baking");
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bake_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel() || device->have_error()) return;
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if(device->have_error() == false) {
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progress.set_status("Updating Device", "Writing constant memory");
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device->const_copy_to("__data", &dscene.data, sizeof(dscene.data));
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}
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#ifdef WITH_CYCLES_DEBUG
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VLOG(1) << "System memory statistics after full device sync:\n"
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<< " Usage: " << util_guarded_get_mem_used() << "\n"
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<< " Peak: " << util_guarded_get_mem_peak();
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#endif
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}
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Scene::MotionType Scene::need_motion(bool advanced_shading)
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{
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if(integrator->motion_blur)
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return (advanced_shading)? MOTION_BLUR: MOTION_NONE;
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else if(Pass::contains(film->passes, PASS_MOTION))
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return MOTION_PASS;
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else
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return MOTION_NONE;
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}
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bool Scene::need_global_attribute(AttributeStandard std)
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{
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if(std == ATTR_STD_UV)
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return Pass::contains(film->passes, PASS_UV);
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else if(std == ATTR_STD_MOTION_VERTEX_POSITION)
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return need_motion() != MOTION_NONE;
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else if(std == ATTR_STD_MOTION_VERTEX_NORMAL)
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return need_motion() == MOTION_BLUR;
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return false;
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}
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void Scene::need_global_attributes(AttributeRequestSet& attributes)
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{
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for(int std = ATTR_STD_NONE; std < ATTR_STD_NUM; std++)
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if(need_global_attribute((AttributeStandard)std))
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attributes.add((AttributeStandard)std);
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}
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bool Scene::need_update()
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{
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return (need_reset() || film->need_update);
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}
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bool Scene::need_reset()
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{
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return (background->need_update
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|| image_manager->need_update
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|| camera->need_update
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|| object_manager->need_update
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|| mesh_manager->need_update
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|| light_manager->need_update
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|| lookup_tables->need_update
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|| integrator->need_update
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|| shader_manager->need_update
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|| particle_system_manager->need_update
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|| curve_system_manager->need_update
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|| bake_manager->need_update
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|| film->need_update);
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}
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void Scene::reset()
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{
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shader_manager->reset(this);
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shader_manager->add_default(this);
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/* ensure all objects are updated */
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camera->tag_update();
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film->tag_update(this);
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background->tag_update(this);
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integrator->tag_update(this);
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object_manager->tag_update(this);
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mesh_manager->tag_update(this);
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light_manager->tag_update(this);
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particle_system_manager->tag_update(this);
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curve_system_manager->tag_update(this);
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}
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void Scene::device_free()
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{
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free_memory(false);
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}
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CCL_NAMESPACE_END
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