blender/intern/cycles/render/background.cpp
Kévin Dietrich bbe6d44928 Cycles: optimize device updates
This optimizes device updates (during user edits or frame changes in
the viewport) by avoiding unnecessary computations. To achieve this,
we use a combination of the sockets' update flags as well as some new
flags passed to the various managers when tagging for an update to tell
exactly what the tagging is for (e.g. shader was modified, object was
removed, etc.).

Besides avoiding recomputations, we also avoid resending to the devices
unmodified data arrays, thus reducing bandwidth usage. For OptiX and
Embree, BVH packing was also multithreaded.

The performance improvements may vary depending on the used device (CPU
or GPU), and the content of the scene. Simple scenes (e.g. with no adaptive
subdivision or volumes) rendered using OptiX will benefit from this work
the most.

On average, for a variety of animated scenes, this gives a 3x speedup.

Reviewed By: #cycles, brecht

Maniphest Tasks: T79174

Differential Revision: https://developer.blender.org/D9555
2021-01-22 16:08:25 +01:00

144 lines
4.3 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 "render/background.h"
#include "device/device.h"
#include "render/graph.h"
#include "render/integrator.h"
#include "render/nodes.h"
#include "render/scene.h"
#include "render/shader.h"
#include "render/stats.h"
#include "util/util_foreach.h"
#include "util/util_math.h"
#include "util/util_time.h"
#include "util/util_types.h"
CCL_NAMESPACE_BEGIN
NODE_DEFINE(Background)
{
NodeType *type = NodeType::add("background", create);
SOCKET_FLOAT(ao_factor, "AO Factor", 0.0f);
SOCKET_FLOAT(ao_distance, "AO Distance", FLT_MAX);
SOCKET_BOOLEAN(use_shader, "Use Shader", true);
SOCKET_BOOLEAN(use_ao, "Use AO", false);
SOCKET_UINT(visibility, "Visibility", PATH_RAY_ALL_VISIBILITY);
SOCKET_BOOLEAN(transparent, "Transparent", false);
SOCKET_BOOLEAN(transparent_glass, "Transparent Glass", false);
SOCKET_FLOAT(transparent_roughness_threshold, "Transparent Roughness Threshold", 0.0f);
SOCKET_FLOAT(volume_step_size, "Volume Step Size", 0.1f);
SOCKET_NODE(shader, "Shader", &Shader::node_type);
return type;
}
Background::Background() : Node(node_type)
{
shader = NULL;
}
Background::~Background()
{
}
void Background::device_update(Device *device, DeviceScene *dscene, Scene *scene)
{
if (!is_modified())
return;
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->background.times.add_entry({"device_update", time});
}
});
device_free(device, dscene);
Shader *bg_shader = get_shader(scene);
/* set shader index and transparent option */
KernelBackground *kbackground = &dscene->data.background;
kbackground->ao_factor = (use_ao) ? ao_factor : 0.0f;
kbackground->ao_bounces_factor = ao_factor;
kbackground->ao_distance = ao_distance;
kbackground->transparent = transparent;
kbackground->surface_shader = scene->shader_manager->get_shader_id(bg_shader);
if (transparent && transparent_glass) {
/* Square twice, once for principled BSDF convention, and once for
* faster comparison in kernel with anisotropic roughness. */
kbackground->transparent_roughness_squared_threshold = sqr(
sqr(transparent_roughness_threshold));
}
else {
kbackground->transparent_roughness_squared_threshold = -1.0f;
}
if (bg_shader->has_volume)
kbackground->volume_shader = kbackground->surface_shader;
else
kbackground->volume_shader = SHADER_NONE;
kbackground->volume_step_size = volume_step_size * scene->integrator->get_volume_step_rate();
/* No background node, make world shader invisible to all rays, to skip evaluation in kernel. */
if (bg_shader->graph->nodes.size() <= 1) {
kbackground->surface_shader |= SHADER_EXCLUDE_ANY;
}
/* Background present, check visibilities */
else {
if (!(visibility & PATH_RAY_DIFFUSE))
kbackground->surface_shader |= SHADER_EXCLUDE_DIFFUSE;
if (!(visibility & PATH_RAY_GLOSSY))
kbackground->surface_shader |= SHADER_EXCLUDE_GLOSSY;
if (!(visibility & PATH_RAY_TRANSMIT))
kbackground->surface_shader |= SHADER_EXCLUDE_TRANSMIT;
if (!(visibility & PATH_RAY_VOLUME_SCATTER))
kbackground->surface_shader |= SHADER_EXCLUDE_SCATTER;
if (!(visibility & PATH_RAY_CAMERA))
kbackground->surface_shader |= SHADER_EXCLUDE_CAMERA;
}
clear_modified();
}
void Background::device_free(Device * /*device*/, DeviceScene * /*dscene*/)
{
}
void Background::tag_update(Scene *scene)
{
if (ao_factor_is_modified() || use_ao_is_modified()) {
scene->integrator->tag_update(scene, Integrator::BACKGROUND_AO_MODIFIED);
}
}
Shader *Background::get_shader(const Scene *scene)
{
return (use_shader) ? ((shader) ? shader : scene->default_background) : scene->default_empty;
}
CCL_NAMESPACE_END