blender/intern/cycles/render/light.h
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

172 lines
4.4 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 __LIGHT_H__
#define __LIGHT_H__
#include "kernel/kernel_types.h"
#include "graph/node.h"
/* included as Light::set_shader defined through NODE_SOCKET_API does not select
* the right Node::set overload as it does not know that Shader is a Node */
#include "render/shader.h"
#include "util/util_ies.h"
#include "util/util_thread.h"
#include "util/util_types.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Object;
class Progress;
class Scene;
class Shader;
class Light : public Node {
public:
NODE_DECLARE;
Light();
NODE_SOCKET_API(LightType, light_type)
NODE_SOCKET_API(float3, strength)
NODE_SOCKET_API(float3, co)
NODE_SOCKET_API(float3, dir)
NODE_SOCKET_API(float, size)
NODE_SOCKET_API(float, angle)
NODE_SOCKET_API(float3, axisu)
NODE_SOCKET_API(float, sizeu)
NODE_SOCKET_API(float3, axisv)
NODE_SOCKET_API(float, sizev)
NODE_SOCKET_API(bool, round)
NODE_SOCKET_API(Transform, tfm)
NODE_SOCKET_API(int, map_resolution)
NODE_SOCKET_API(float, spot_angle)
NODE_SOCKET_API(float, spot_smooth)
NODE_SOCKET_API(bool, cast_shadow)
NODE_SOCKET_API(bool, use_mis)
NODE_SOCKET_API(bool, use_diffuse)
NODE_SOCKET_API(bool, use_glossy)
NODE_SOCKET_API(bool, use_transmission)
NODE_SOCKET_API(bool, use_scatter)
NODE_SOCKET_API(bool, is_portal)
NODE_SOCKET_API(bool, is_enabled)
NODE_SOCKET_API(Shader *, shader)
NODE_SOCKET_API(int, samples)
NODE_SOCKET_API(int, max_bounces)
NODE_SOCKET_API(uint, random_id)
void tag_update(Scene *scene);
/* Check whether the light has contribution the scene. */
bool has_contribution(Scene *scene);
friend class LightManager;
};
class LightManager {
public:
enum : uint32_t {
MESH_NEED_REBUILD = (1 << 0),
EMISSIVE_MESH_MODIFIED = (1 << 1),
LIGHT_MODIFIED = (1 << 2),
LIGHT_ADDED = (1 << 3),
LIGHT_REMOVED = (1 << 4),
OBJECT_MANAGER = (1 << 5),
SHADER_COMPILED = (1 << 6),
SHADER_MODIFIED = (1 << 7),
/* tag everything in the manager for an update */
UPDATE_ALL = ~0u,
UPDATE_NONE = 0u,
};
bool use_light_visibility;
/* Need to update background (including multiple importance map) */
bool need_update_background;
LightManager();
~LightManager();
/* IES texture management */
int add_ies(const string &ies);
int add_ies_from_file(const string &filename);
void remove_ies(int slot);
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
void device_free(Device *device, DeviceScene *dscene, const bool free_background = true);
void tag_update(Scene *scene, uint32_t flag);
bool need_update() const;
/* Check whether there is a background light. */
bool has_background_light(Scene *scene);
protected:
/* Optimization: disable light which is either unsupported or
* which doesn't contribute to the scene or which is only used for MIS
* and scene doesn't need MIS.
*/
void test_enabled_lights(Scene *scene);
void device_update_points(Device *device, DeviceScene *dscene, Scene *scene);
void device_update_distribution(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress);
void device_update_background(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress);
void device_update_ies(DeviceScene *dscene);
/* Check whether light manager can use the object as a light-emissive. */
bool object_usable_as_light(Object *object);
struct IESSlot {
IESFile ies;
uint hash;
int users;
};
vector<IESSlot *> ies_slots;
thread_mutex ies_mutex;
bool last_background_enabled;
int last_background_resolution;
uint32_t update_flags;
};
CCL_NAMESPACE_END
#endif /* __LIGHT_H__ */