forked from bartvdbraak/blender
bbe6d44928
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
131 lines
3.1 KiB
C++
131 lines
3.1 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 "render/tables.h"
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#include "device/device.h"
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#include "render/scene.h"
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#include "render/stats.h"
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#include "util/util_logging.h"
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#include "util/util_time.h"
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CCL_NAMESPACE_BEGIN
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/* Lookup Tables */
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LookupTables::LookupTables()
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{
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need_update_ = true;
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}
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LookupTables::~LookupTables()
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{
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assert(lookup_tables.size() == 0);
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}
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void LookupTables::device_update(Device *, DeviceScene *dscene, Scene *scene)
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{
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if (!need_update())
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return;
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scoped_callback_timer timer([scene](double time) {
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if (scene->update_stats) {
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scene->update_stats->tables.times.add_entry({"device_update", time});
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}
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});
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VLOG(1) << "Total " << lookup_tables.size() << " lookup tables.";
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if (lookup_tables.size() > 0)
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dscene->lookup_table.copy_to_device();
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need_update_ = false;
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}
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void LookupTables::device_free(Device *, DeviceScene *dscene)
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{
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dscene->lookup_table.free();
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}
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bool LookupTables::need_update() const
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{
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return need_update_;
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}
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static size_t round_up_to_multiple(size_t size, size_t chunk)
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{
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return ((size + chunk - 1) / chunk) * chunk;
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}
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size_t LookupTables::add_table(DeviceScene *dscene, vector<float> &data)
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{
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assert(data.size() > 0);
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need_update_ = true;
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Table new_table;
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new_table.offset = 0;
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new_table.size = round_up_to_multiple(data.size(), TABLE_CHUNK_SIZE);
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/* find space to put lookup table */
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list<Table>::iterator table;
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for (table = lookup_tables.begin(); table != lookup_tables.end(); table++) {
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if (new_table.offset + new_table.size <= table->offset) {
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lookup_tables.insert(table, new_table);
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break;
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}
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else
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new_table.offset = table->offset + table->size;
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}
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if (table == lookup_tables.end()) {
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/* add at the end */
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lookup_tables.push_back(new_table);
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dscene->lookup_table.resize(new_table.offset + new_table.size);
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}
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/* copy table data and return offset */
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float *dtable = dscene->lookup_table.data();
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memcpy(dtable + new_table.offset, &data[0], sizeof(float) * data.size());
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return new_table.offset;
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}
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void LookupTables::remove_table(size_t *offset)
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{
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if (*offset == TABLE_OFFSET_INVALID) {
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/* The table isn't even allocated, so just return here. */
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return;
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}
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need_update_ = true;
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list<Table>::iterator table;
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for (table = lookup_tables.begin(); table != lookup_tables.end(); table++) {
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if (table->offset == *offset) {
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lookup_tables.erase(table);
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*offset = TABLE_OFFSET_INVALID;
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return;
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}
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}
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assert(table != lookup_tables.end());
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}
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CCL_NAMESPACE_END
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