blender/intern/cycles/render/session.cpp
Brecht Van Lommel 9e01abf777 Cycles: require Experimental to be set to enable CUDA on cards with shader model
lower than 1.3, since we're not officially supporting these. We're already not
providing CUDA binaries for these, so better make it clear when compiling from
source too.
2011-12-12 22:51:35 +00:00

615 lines
13 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include <string.h>
#include <limits.h>
#include "buffers.h"
#include "camera.h"
#include "device.h"
#include "scene.h"
#include "session.h"
#include "util_foreach.h"
#include "util_function.h"
#include "util_time.h"
CCL_NAMESPACE_BEGIN
Session::Session(const SessionParams& params_)
: params(params_),
tile_manager(params.progressive, params.samples, params.tile_size, params.min_size)
{
device_use_gl = ((params.device_type != DEVICE_CPU) && !params.background);
device = Device::create(params.device_type, params.background, params.threads);
buffers = new RenderBuffers(device);
display = new DisplayBuffer(device);
session_thread = NULL;
scene = NULL;
start_time = 0.0;
reset_time = 0.0;
preview_time = 0.0;
paused_time = 0.0;
sample = 0;
delayed_reset.do_reset = false;
delayed_reset.w = 0;
delayed_reset.h = 0;
delayed_reset.samples = 0;
display_outdated = false;
gpu_draw_ready = false;
gpu_need_tonemap = false;
pause = false;
}
Session::~Session()
{
if(session_thread) {
progress.set_cancel("Exiting");
gpu_need_tonemap = false;
gpu_need_tonemap_cond.notify_all();
{
thread_scoped_lock pause_lock(pause_mutex);
pause = false;
}
pause_cond.notify_all();
wait();
}
if(params.output_path != "") {
tonemap();
progress.set_status("Writing Image", params.output_path);
display->write(device, params.output_path);
}
delete buffers;
delete display;
delete scene;
delete device;
}
void Session::start()
{
session_thread = new thread(function_bind(&Session::run, this));
}
bool Session::ready_to_reset()
{
double dt = time_dt() - reset_time;
if(!display_outdated)
return (dt > params.reset_timeout);
else
return (dt > params.cancel_timeout);
}
/* GPU Session */
void Session::reset_gpu(int w, int h, int samples)
{
/* block for buffer acces and reset immediately. we can't do this
in the thread, because we need to allocate an OpenGL buffer, and
that only works in the main thread */
thread_scoped_lock display_lock(display->mutex);
thread_scoped_lock buffers_lock(buffers->mutex);
display_outdated = true;
reset_time = time_dt();
reset_(w, h, samples);
gpu_need_tonemap = false;
gpu_need_tonemap_cond.notify_all();
pause_cond.notify_all();
}
bool Session::draw_gpu(int w, int h)
{
/* block for buffer access */
thread_scoped_lock display_lock(display->mutex);
/* first check we already rendered something */
if(gpu_draw_ready) {
/* then verify the buffers have the expected size, so we don't
draw previous results in a resized window */
if(w == display->width && h == display->height) {
/* for CUDA we need to do tonemapping still, since we can
only access GL buffers from the main thread */
if(gpu_need_tonemap) {
thread_scoped_lock buffers_lock(buffers->mutex);
tonemap();
gpu_need_tonemap = false;
gpu_need_tonemap_cond.notify_all();
}
display->draw(device);
if(display_outdated && (time_dt() - reset_time) > params.text_timeout)
return false;
return true;
}
}
return false;
}
void Session::run_gpu()
{
start_time = time_dt();
reset_time = time_dt();
paused_time = 0.0;
while(!progress.get_cancel()) {
/* advance to next tile */
bool no_tiles = !tile_manager.next();
if(params.background) {
/* if no work left and in background mode, we can stop immediately */
if(no_tiles) {
progress.set_status("Finished");
break;
}
}
else {
/* if in interactive mode, and we are either paused or done for now,
wait for pause condition notify to wake up again */
thread_scoped_lock pause_lock(pause_mutex);
if(pause || no_tiles) {
update_status_time(pause, no_tiles);
while(1) {
double pause_start = time_dt();
pause_cond.wait(pause_lock);
paused_time += time_dt() - pause_start;
update_status_time(pause, no_tiles);
progress.set_update();
if(!pause)
break;
}
}
if(progress.get_cancel())
break;
}
if(!no_tiles) {
/* update scene */
update_scene();
if(device->error_message() != "")
progress.set_cancel(device->error_message());
if(progress.get_cancel())
break;
}
if(!no_tiles) {
/* buffers mutex is locked entirely while rendering each
sample, and released/reacquired on each iteration to allow
reset and draw in between */
thread_scoped_lock buffers_lock(buffers->mutex);
/* update status and timing */
update_status_time();
/* path trace */
foreach(Tile& tile, tile_manager.state.tiles) {
path_trace(tile);
device->task_wait();
if(device->error_message() != "")
progress.set_cancel(device->error_message());
if(progress.get_cancel())
break;
}
/* update status and timing */
update_status_time();
gpu_need_tonemap = true;
gpu_draw_ready = true;
progress.set_update();
/* wait for tonemap */
if(!params.background) {
while(gpu_need_tonemap) {
if(progress.get_cancel())
break;
gpu_need_tonemap_cond.wait(buffers_lock);
}
}
if(device->error_message() != "")
progress.set_cancel(device->error_message());
if(progress.get_cancel())
break;
}
}
}
/* CPU Session */
void Session::reset_cpu(int w, int h, int samples)
{
thread_scoped_lock reset_lock(delayed_reset.mutex);
display_outdated = true;
reset_time = time_dt();
delayed_reset.w = w;
delayed_reset.h = h;
delayed_reset.samples = samples;
delayed_reset.do_reset = true;
device->task_cancel();
pause_cond.notify_all();
}
bool Session::draw_cpu(int w, int h)
{
thread_scoped_lock display_lock(display->mutex);
/* first check we already rendered something */
if(display->draw_ready()) {
/* then verify the buffers have the expected size, so we don't
draw previous results in a resized window */
if(w == display->width && h == display->height) {
display->draw(device);
if(display_outdated && (time_dt() - reset_time) > params.text_timeout)
return false;
return true;
}
}
return false;
}
void Session::run_cpu()
{
{
/* reset once to start */
thread_scoped_lock reset_lock(delayed_reset.mutex);
thread_scoped_lock buffers_lock(buffers->mutex);
thread_scoped_lock display_lock(display->mutex);
reset_(delayed_reset.w, delayed_reset.h, delayed_reset.samples);
delayed_reset.do_reset = false;
}
while(!progress.get_cancel()) {
/* advance to next tile */
bool no_tiles = !tile_manager.next();
bool need_tonemap = false;
if(params.background) {
/* if no work left and in background mode, we can stop immediately */
if(no_tiles) {
progress.set_status("Finished");
break;
}
}
else {
/* if in interactive mode, and we are either paused or done for now,
wait for pause condition notify to wake up again */
thread_scoped_lock pause_lock(pause_mutex);
if(pause || no_tiles) {
update_status_time(pause, no_tiles);
while(1) {
double pause_start = time_dt();
pause_cond.wait(pause_lock);
paused_time += time_dt() - pause_start;
update_status_time(pause, no_tiles);
progress.set_update();
if(!pause)
break;
}
}
if(progress.get_cancel())
break;
}
if(!no_tiles) {
/* buffers mutex is locked entirely while rendering each
sample, and released/reacquired on each iteration to allow
reset and draw in between */
thread_scoped_lock buffers_lock(buffers->mutex);
/* update scene */
update_scene();
if(device->error_message() != "")
progress.set_cancel(device->error_message());
if(progress.get_cancel())
break;
/* update status and timing */
update_status_time();
/* path trace */
foreach(Tile& tile, tile_manager.state.tiles)
path_trace(tile);
/* update status and timing */
update_status_time();
if(!params.background)
need_tonemap = true;
if(device->error_message() != "")
progress.set_cancel(device->error_message());
}
device->task_wait();
{
thread_scoped_lock reset_lock(delayed_reset.mutex);
thread_scoped_lock buffers_lock(buffers->mutex);
thread_scoped_lock display_lock(display->mutex);
if(delayed_reset.do_reset) {
/* reset rendering if request from main thread */
delayed_reset.do_reset = false;
reset_(delayed_reset.w, delayed_reset.h, delayed_reset.samples);
}
else if(need_tonemap) {
/* tonemap only if we do not reset, we don't we don't
want to show the result of an incomplete sample*/
tonemap();
}
if(device->error_message() != "")
progress.set_cancel(device->error_message());
}
progress.set_update();
}
}
void Session::run()
{
/* load kernels */
progress.set_status("Loading render kernels (may take a few minutes the first time)");
if(!device->load_kernels(params.experimental)) {
string message = device->error_message();
if(message == "")
message = "Failed loading render kernel, see console for errors";
progress.set_status("Error", message);
progress.set_update();
return;
}
/* session thread loop */
progress.set_status("Waiting for render to start");
/* run */
if(!progress.get_cancel()) {
if(device_use_gl)
run_gpu();
else
run_cpu();
}
/* progress update */
if(progress.get_cancel())
progress.set_status("Cancel", progress.get_cancel_message());
else
progress.set_update();
}
bool Session::draw(int w, int h)
{
if(device_use_gl)
return draw_gpu(w, h);
else
return draw_cpu(w, h);
}
void Session::reset_(int w, int h, int samples)
{
if(w != buffers->width || h != buffers->height) {
gpu_draw_ready = false;
buffers->reset(device, w, h);
display->reset(device, w, h);
}
tile_manager.reset(w, h, samples);
start_time = time_dt();
preview_time = 0.0;
paused_time = 0.0;
sample = 0;
}
void Session::reset(int w, int h, int samples)
{
if(device_use_gl)
reset_gpu(w, h, samples);
else
reset_cpu(w, h, samples);
}
void Session::set_samples(int samples)
{
if(samples != params.samples) {
params.samples = samples;
tile_manager.set_samples(samples);
{
thread_scoped_lock pause_lock(pause_mutex);
}
pause_cond.notify_all();
}
}
void Session::set_pause(bool pause_)
{
bool notify = false;
{
thread_scoped_lock pause_lock(pause_mutex);
if(pause != pause_) {
pause = pause_;
notify = true;
}
}
if(notify)
pause_cond.notify_all();
}
void Session::wait()
{
session_thread->join();
delete session_thread;
session_thread = NULL;
}
void Session::update_scene()
{
thread_scoped_lock scene_lock(scene->mutex);
progress.set_status("Updating Scene");
/* update camera if dimensions changed for progressive render */
Camera *cam = scene->camera;
int w = tile_manager.state.width;
int h = tile_manager.state.height;
if(cam->width != w || cam->height != h) {
cam->width = w;
cam->height = h;
cam->tag_update();
}
/* update scene */
if(scene->need_update())
scene->device_update(device, progress);
}
void Session::update_status_time(bool show_pause, bool show_done)
{
int sample = tile_manager.state.sample;
int resolution = tile_manager.state.resolution;
/* update status */
string status, substatus;
if(!params.progressive)
substatus = "Path Tracing";
else if(params.samples == INT_MAX)
substatus = string_printf("Path Tracing Sample %d", sample+1);
else
substatus = string_printf("Path Tracing Sample %d/%d", sample+1, params.samples);
if(show_pause)
status = "Paused";
else if(show_done)
status = "Done";
else
status = "Rendering";
progress.set_status(status, substatus);
/* update timing */
if(preview_time == 0.0 && resolution == 1)
preview_time = time_dt();
double total_time = time_dt() - start_time - paused_time;
double sample_time = (sample == 0)? 0.0: (time_dt() - preview_time - paused_time)/(sample);
/* negative can happen when we pause a bit before rendering, can discard that */
if(total_time < 0.0) total_time = 0.0;
if(preview_time < 0.0) preview_time = 0.0;
progress.set_sample(sample + 1, total_time, sample_time);
}
void Session::path_trace(Tile& tile)
{
/* add path trace task */
DeviceTask task(DeviceTask::PATH_TRACE);
task.x = tile.x;
task.y = tile.y;
task.w = tile.w;
task.h = tile.h;
task.buffer = buffers->buffer.device_pointer;
task.rng_state = buffers->rng_state.device_pointer;
task.sample = tile_manager.state.sample;
task.resolution = tile_manager.state.resolution;
device->task_add(task);
}
void Session::tonemap()
{
/* add tonemap task */
DeviceTask task(DeviceTask::TONEMAP);
task.x = 0;
task.y = 0;
task.w = tile_manager.state.width;
task.h = tile_manager.state.height;
task.rgba = display->rgba.device_pointer;
task.buffer = buffers->buffer.device_pointer;
task.sample = tile_manager.state.sample;
task.resolution = tile_manager.state.resolution;
if(task.w > 0 && task.h > 0) {
device->task_add(task);
device->task_wait();
/* set display to new size */
display->draw_set(task.w, task.h);
}
display_outdated = false;
}
CCL_NAMESPACE_END