blender/intern/cycles/render/scene.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

325 lines
8.9 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 "background.h"
#include "bake.h"
#include "camera.h"
#include "curves.h"
#include "device.h"
#include "film.h"
#include "integrator.h"
#include "light.h"
#include "mesh.h"
#include "object.h"
#include "osl.h"
#include "particles.h"
#include "scene.h"
#include "shader.h"
#include "svm.h"
#include "tables.h"
#include "util_foreach.h"
#include "util_guarded_allocator.h"
#include "util_logging.h"
#include "util_progress.h"
CCL_NAMESPACE_BEGIN
Scene::Scene(const SceneParams& params_, const DeviceInfo& device_info_)
: params(params_)
{
device = NULL;
memset(&dscene.data, 0, sizeof(dscene.data));
camera = new Camera();
lookup_tables = new LookupTables();
film = new Film();
background = new Background();
light_manager = new LightManager();
mesh_manager = new MeshManager();
object_manager = new ObjectManager();
integrator = new Integrator();
image_manager = new ImageManager();
particle_system_manager = new ParticleSystemManager();
curve_system_manager = new CurveSystemManager();
bake_manager = new BakeManager();
/* OSL only works on the CPU */
if(device_info_.type == DEVICE_CPU)
shader_manager = ShaderManager::create(this, params.shadingsystem);
else
shader_manager = ShaderManager::create(this, SHADINGSYSTEM_SVM);
/* Extended image limits for CPU and GPUs */
image_manager->set_extended_image_limits(device_info_);
}
Scene::~Scene()
{
free_memory(true);
}
void Scene::free_memory(bool final)
{
foreach(Shader *s, shaders)
delete s;
foreach(Mesh *m, meshes)
delete m;
foreach(Object *o, objects)
delete o;
foreach(Light *l, lights)
delete l;
foreach(ParticleSystem *p, particle_systems)
delete p;
shaders.clear();
meshes.clear();
objects.clear();
lights.clear();
particle_systems.clear();
if(device) {
camera->device_free(device, &dscene, this);
film->device_free(device, &dscene, this);
background->device_free(device, &dscene);
integrator->device_free(device, &dscene);
object_manager->device_free(device, &dscene);
mesh_manager->device_free(device, &dscene);
shader_manager->device_free(device, &dscene, this);
light_manager->device_free(device, &dscene);
particle_system_manager->device_free(device, &dscene);
curve_system_manager->device_free(device, &dscene);
bake_manager->device_free(device, &dscene);
if(!params.persistent_data || final)
image_manager->device_free(device, &dscene);
else
image_manager->device_free_builtin(device, &dscene);
lookup_tables->device_free(device, &dscene);
}
if(final) {
delete lookup_tables;
delete camera;
delete film;
delete background;
delete integrator;
delete object_manager;
delete mesh_manager;
delete shader_manager;
delete light_manager;
delete particle_system_manager;
delete curve_system_manager;
delete image_manager;
delete bake_manager;
}
}
void Scene::device_update(Device *device_, Progress& progress)
{
if(!device)
device = device_;
/* The order of updates is important, because there's dependencies between
* the different managers, using data computed by previous managers.
*
* - Image manager uploads images used by shaders.
* - Camera may be used for adaptive subdivision.
* - Displacement shader must have all shader data available.
* - Light manager needs lookup tables and final mesh data to compute emission CDF.
* - Film needs light manager to run for use_light_visibility
* - Lookup tables are done a second time to handle film tables
*/
image_manager->set_pack_images(device->info.pack_images);
progress.set_status("Updating Shaders");
shader_manager->device_update(device, &dscene, this, progress);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Background");
background->device_update(device, &dscene, this);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Camera");
camera->device_update(device, &dscene, this);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Objects");
object_manager->device_update(device, &dscene, this, progress);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Meshes Flags");
mesh_manager->device_update_flags(device, &dscene, this, progress);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Meshes");
mesh_manager->device_update(device, &dscene, this, progress);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Objects Flags");
object_manager->device_update_flags(device, &dscene, this, progress);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Images");
image_manager->device_update(device, &dscene, progress);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Camera Volume");
camera->device_update_volume(device, &dscene, this);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Hair Systems");
curve_system_manager->device_update(device, &dscene, this, progress);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Lookup Tables");
lookup_tables->device_update(device, &dscene);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Lights");
light_manager->device_update(device, &dscene, this, progress);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Particle Systems");
particle_system_manager->device_update(device, &dscene, this, progress);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Film");
film->device_update(device, &dscene, this);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Integrator");
integrator->device_update(device, &dscene, this);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Lookup Tables");
lookup_tables->device_update(device, &dscene);
if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Baking");
bake_manager->device_update(device, &dscene, this, progress);
if(progress.get_cancel() || device->have_error()) return;
if(device->have_error() == false) {
progress.set_status("Updating Device", "Writing constant memory");
device->const_copy_to("__data", &dscene.data, sizeof(dscene.data));
}
VLOG(1) << "System memory statistics after full device sync:\n"
<< " Usage: " << util_guarded_get_mem_used() << "\n"
<< " Peak: " << util_guarded_get_mem_peak();
}
Scene::MotionType Scene::need_motion(bool advanced_shading)
{
if(integrator->motion_blur)
return (advanced_shading)? MOTION_BLUR: MOTION_NONE;
else if(Pass::contains(film->passes, PASS_MOTION))
return MOTION_PASS;
else
return MOTION_NONE;
}
bool Scene::need_global_attribute(AttributeStandard std)
{
if(std == ATTR_STD_UV)
return Pass::contains(film->passes, PASS_UV);
else if(std == ATTR_STD_MOTION_VERTEX_POSITION)
return need_motion() != MOTION_NONE;
else if(std == ATTR_STD_MOTION_VERTEX_NORMAL)
return need_motion() == MOTION_BLUR;
return false;
}
void Scene::need_global_attributes(AttributeRequestSet& attributes)
{
for(int std = ATTR_STD_NONE; std < ATTR_STD_NUM; std++)
if(need_global_attribute((AttributeStandard)std))
attributes.add((AttributeStandard)std);
}
bool Scene::need_update()
{
return (need_reset() || film->need_update);
}
bool Scene::need_reset()
{
return (background->need_update
|| image_manager->need_update
|| camera->need_update
|| object_manager->need_update
|| mesh_manager->need_update
|| light_manager->need_update
|| lookup_tables->need_update
|| integrator->need_update
|| shader_manager->need_update
|| particle_system_manager->need_update
|| curve_system_manager->need_update
|| bake_manager->need_update
|| film->need_update);
}
void Scene::reset()
{
shader_manager->reset(this);
shader_manager->add_default(this);
/* ensure all objects are updated */
camera->tag_update();
film->tag_update(this);
background->tag_update(this);
integrator->tag_update(this);
object_manager->tag_update(this);
mesh_manager->tag_update(this);
light_manager->tag_update(this);
particle_system_manager->tag_update(this);
curve_system_manager->tag_update(this);
}
void Scene::device_free()
{
free_memory(false);
}
CCL_NAMESPACE_END