blender/intern/cycles/render/session.h
Brecht Van Lommel 6199a606a6 Cycles: disable progressive refine if denoising or save buffers is used.
Progressive refine undoes memory saving from save buffers, so enabling
both does not make much sense. Previously enabling progressive refine
would disable denoising, but it should be the other way around since
denoise actually affects the render result.

Includes some code refactor for progressive refine render buffers, and
avoids recomputing tiles for each progressive sample.
2017-10-21 20:29:21 +02:00

239 lines
5.7 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.
*/
#ifndef __SESSION_H__
#define __SESSION_H__
#include "render/buffers.h"
#include "device/device.h"
#include "render/shader.h"
#include "render/tile.h"
#include "util/util_progress.h"
#include "util/util_stats.h"
#include "util/util_thread.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class BufferParams;
class Device;
class DeviceScene;
class DeviceRequestedFeatures;
class DisplayBuffer;
class Progress;
class RenderBuffers;
class Scene;
/* Session Parameters */
class SessionParams {
public:
DeviceInfo device;
bool background;
bool progressive_refine;
string output_path;
bool progressive;
bool experimental;
int samples;
int2 tile_size;
TileOrder tile_order;
int start_resolution;
int pixel_size;
int threads;
bool display_buffer_linear;
bool use_denoising;
int denoising_radius;
float denoising_strength;
float denoising_feature_strength;
bool denoising_relative_pca;
double cancel_timeout;
double reset_timeout;
double text_timeout;
double progressive_update_timeout;
ShadingSystem shadingsystem;
SessionParams()
{
background = false;
progressive_refine = false;
output_path = "";
progressive = false;
experimental = false;
samples = INT_MAX;
tile_size = make_int2(64, 64);
start_resolution = INT_MAX;
pixel_size = 1;
threads = 0;
use_denoising = false;
denoising_radius = 8;
denoising_strength = 0.0f;
denoising_feature_strength = 0.0f;
denoising_relative_pca = false;
display_buffer_linear = false;
cancel_timeout = 0.1;
reset_timeout = 0.1;
text_timeout = 1.0;
progressive_update_timeout = 1.0;
shadingsystem = SHADINGSYSTEM_SVM;
tile_order = TILE_CENTER;
}
bool modified(const SessionParams& params)
{ return !(device == params.device
&& background == params.background
&& progressive_refine == params.progressive_refine
&& output_path == params.output_path
/* && samples == params.samples */
&& progressive == params.progressive
&& experimental == params.experimental
&& tile_size == params.tile_size
&& start_resolution == params.start_resolution
&& pixel_size == params.pixel_size
&& threads == params.threads
&& display_buffer_linear == params.display_buffer_linear
&& cancel_timeout == params.cancel_timeout
&& reset_timeout == params.reset_timeout
&& text_timeout == params.text_timeout
&& progressive_update_timeout == params.progressive_update_timeout
&& tile_order == params.tile_order
&& shadingsystem == params.shadingsystem); }
};
/* Session
*
* This is the class that contains the session thread, running the render
* control loop and dispatching tasks. */
class Session {
public:
Device *device;
Scene *scene;
RenderBuffers *buffers;
DisplayBuffer *display;
Progress progress;
SessionParams params;
TileManager tile_manager;
Stats stats;
function<void(RenderTile&)> write_render_tile_cb;
function<void(RenderTile&, bool)> update_render_tile_cb;
explicit Session(const SessionParams& params);
~Session();
void start();
bool draw(BufferParams& params, DeviceDrawParams& draw_params);
void wait();
bool ready_to_reset();
void reset(BufferParams& params, int samples);
void set_samples(int samples);
void set_pause(bool pause);
void update_scene();
void load_kernels(bool lock_scene=true);
void device_free();
/* Returns the rendering progress or 0 if no progress can be determined
* (for example, when rendering with unlimited samples). */
float get_progress();
protected:
struct DelayedReset {
thread_mutex mutex;
bool do_reset;
BufferParams params;
int samples;
} delayed_reset;
void run();
void update_status_time(bool show_pause = false, bool show_done = false);
void tonemap(int sample);
void render();
void reset_(BufferParams& params, int samples);
void run_cpu();
bool draw_cpu(BufferParams& params, DeviceDrawParams& draw_params);
void reset_cpu(BufferParams& params, int samples);
void run_gpu();
bool draw_gpu(BufferParams& params, DeviceDrawParams& draw_params);
void reset_gpu(BufferParams& params, int samples);
bool acquire_tile(Device *tile_device, RenderTile& tile);
void update_tile_sample(RenderTile& tile);
void release_tile(RenderTile& tile);
void map_neighbor_tiles(RenderTile *tiles, Device *tile_device);
void unmap_neighbor_tiles(RenderTile *tiles, Device *tile_device);
bool device_use_gl;
thread *session_thread;
volatile bool display_outdated;
volatile bool gpu_draw_ready;
volatile bool gpu_need_tonemap;
thread_condition_variable gpu_need_tonemap_cond;
bool pause;
thread_condition_variable pause_cond;
thread_mutex pause_mutex;
thread_mutex tile_mutex;
thread_mutex buffers_mutex;
thread_mutex display_mutex;
bool kernels_loaded;
DeviceRequestedFeatures loaded_kernel_features;
double reset_time;
/* progressive refine */
double last_update_time;
bool update_progressive_refine(bool cancel);
DeviceRequestedFeatures get_requested_device_features();
/* ** Split kernel routines ** */
/* Maximumnumber of closure during session lifetime. */
int max_closure_global;
/* Get maximum number of closures to be used in kernel. */
int get_max_closure_count();
};
CCL_NAMESPACE_END
#endif /* __SESSION_H__ */