blender/intern/cycles/render/scene.cpp
Kévin Dietrich 1da0685076 Cycles: add a Pass Node
The Pass struct is now a Node and the passes are moved from the Film
class to the Scene class.

The Pass Node only has `type` and `name` as sockets as those seem to be
the only properties settable by exporters (other properties are implicit
and depend on the pass type).

This is part of T79131.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D8591
2020-08-18 14:28:59 +02:00

564 lines
18 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 <stdlib.h>
#include "device/device.h"
#include "render/background.h"
#include "render/bake.h"
#include "render/camera.h"
#include "render/curves.h"
#include "render/film.h"
#include "render/integrator.h"
#include "render/light.h"
#include "render/mesh.h"
#include "render/object.h"
#include "render/osl.h"
#include "render/particles.h"
#include "render/scene.h"
#include "render/session.h"
#include "render/shader.h"
#include "render/svm.h"
#include "render/tables.h"
#include "util/util_foreach.h"
#include "util/util_guarded_allocator.h"
#include "util/util_logging.h"
#include "util/util_progress.h"
CCL_NAMESPACE_BEGIN
DeviceScene::DeviceScene(Device *device)
: bvh_nodes(device, "__bvh_nodes", MEM_GLOBAL),
bvh_leaf_nodes(device, "__bvh_leaf_nodes", MEM_GLOBAL),
object_node(device, "__object_node", MEM_GLOBAL),
prim_tri_index(device, "__prim_tri_index", MEM_GLOBAL),
prim_tri_verts(device, "__prim_tri_verts", MEM_GLOBAL),
prim_type(device, "__prim_type", MEM_GLOBAL),
prim_visibility(device, "__prim_visibility", MEM_GLOBAL),
prim_index(device, "__prim_index", MEM_GLOBAL),
prim_object(device, "__prim_object", MEM_GLOBAL),
prim_time(device, "__prim_time", MEM_GLOBAL),
tri_shader(device, "__tri_shader", MEM_GLOBAL),
tri_vnormal(device, "__tri_vnormal", MEM_GLOBAL),
tri_vindex(device, "__tri_vindex", MEM_GLOBAL),
tri_patch(device, "__tri_patch", MEM_GLOBAL),
tri_patch_uv(device, "__tri_patch_uv", MEM_GLOBAL),
curves(device, "__curves", MEM_GLOBAL),
curve_keys(device, "__curve_keys", MEM_GLOBAL),
patches(device, "__patches", MEM_GLOBAL),
objects(device, "__objects", MEM_GLOBAL),
object_motion_pass(device, "__object_motion_pass", MEM_GLOBAL),
object_motion(device, "__object_motion", MEM_GLOBAL),
object_flag(device, "__object_flag", MEM_GLOBAL),
object_volume_step(device, "__object_volume_step", MEM_GLOBAL),
camera_motion(device, "__camera_motion", MEM_GLOBAL),
attributes_map(device, "__attributes_map", MEM_GLOBAL),
attributes_float(device, "__attributes_float", MEM_GLOBAL),
attributes_float2(device, "__attributes_float2", MEM_GLOBAL),
attributes_float3(device, "__attributes_float3", MEM_GLOBAL),
attributes_uchar4(device, "__attributes_uchar4", MEM_GLOBAL),
light_distribution(device, "__light_distribution", MEM_GLOBAL),
lights(device, "__lights", MEM_GLOBAL),
light_background_marginal_cdf(device, "__light_background_marginal_cdf", MEM_GLOBAL),
light_background_conditional_cdf(device, "__light_background_conditional_cdf", MEM_GLOBAL),
particles(device, "__particles", MEM_GLOBAL),
svm_nodes(device, "__svm_nodes", MEM_GLOBAL),
shaders(device, "__shaders", MEM_GLOBAL),
lookup_table(device, "__lookup_table", MEM_GLOBAL),
sample_pattern_lut(device, "__sample_pattern_lut", MEM_GLOBAL),
ies_lights(device, "__ies", MEM_GLOBAL)
{
memset((void *)&data, 0, sizeof(data));
}
Scene::Scene(const SceneParams &params_, Device *device)
: name("Scene"),
default_surface(NULL),
default_volume(NULL),
default_light(NULL),
default_background(NULL),
default_empty(NULL),
device(device),
dscene(device),
params(params_)
{
memset((void *)&dscene.data, 0, sizeof(dscene.data));
camera = new Camera();
dicing_camera = new Camera();
lookup_tables = new LookupTables();
film = new Film();
background = new Background();
light_manager = new LightManager();
geometry_manager = new GeometryManager();
object_manager = new ObjectManager();
integrator = new Integrator();
image_manager = new ImageManager(device->info);
particle_system_manager = new ParticleSystemManager();
bake_manager = new BakeManager();
kernels_loaded = false;
/* TODO(sergey): Check if it's indeed optimal value for the split kernel. */
max_closure_global = 1;
film->add_default(this);
/* OSL only works on the CPU */
if (device->info.has_osl)
shader_manager = ShaderManager::create(params.shadingsystem);
else
shader_manager = ShaderManager::create(SHADINGSYSTEM_SVM);
shader_manager->add_default(this);
}
Scene::~Scene()
{
free_memory(true);
}
void Scene::free_memory(bool final)
{
foreach (Shader *s, shaders)
delete s;
foreach (Geometry *g, geometry)
delete g;
foreach (Object *o, objects)
delete o;
foreach (Light *l, lights)
delete l;
foreach (ParticleSystem *p, particle_systems)
delete p;
shaders.clear();
geometry.clear();
objects.clear();
lights.clear();
particle_systems.clear();
if (device) {
camera->device_free(device, &dscene, this);
film->device_free(device, &dscene, this);
background->device_free(device, &dscene);
integrator->device_free(device, &dscene);
object_manager->device_free(device, &dscene);
geometry_manager->device_free(device, &dscene);
shader_manager->device_free(device, &dscene, this);
light_manager->device_free(device, &dscene);
particle_system_manager->device_free(device, &dscene);
bake_manager->device_free(device, &dscene);
if (!params.persistent_data || final)
image_manager->device_free(device);
else
image_manager->device_free_builtin(device);
lookup_tables->device_free(device, &dscene);
}
if (final) {
delete lookup_tables;
delete camera;
delete dicing_camera;
delete film;
delete background;
delete integrator;
delete object_manager;
delete geometry_manager;
delete shader_manager;
delete light_manager;
delete particle_system_manager;
delete image_manager;
delete bake_manager;
}
}
void Scene::device_update(Device *device_, Progress &progress)
{
if (!device)
device = device_;
bool print_stats = need_data_update();
/* The order of updates is important, because there's dependencies between
* the different managers, using data computed by previous managers.
*
* - Image manager uploads images used by shaders.
* - Camera may be used for adaptive subdivision.
* - Displacement shader must have all shader data available.
* - Light manager needs lookup tables and final mesh data to compute emission CDF.
* - Film needs light manager to run for use_light_visibility
* - Lookup tables are done a second time to handle film tables
*/
progress.set_status("Updating Shaders");
shader_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Background");
background->device_update(device, &dscene, this);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Camera");
camera->device_update(device, &dscene, this);
if (progress.get_cancel() || device->have_error())
return;
geometry_manager->device_update_preprocess(device, this, progress);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Objects");
object_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Particle Systems");
particle_system_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Meshes");
geometry_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Objects Flags");
object_manager->device_update_flags(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Images");
image_manager->device_update(device, this, progress);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Camera Volume");
camera->device_update_volume(device, &dscene, this);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Lookup Tables");
lookup_tables->device_update(device, &dscene);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Lights");
light_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Integrator");
integrator->device_update(device, &dscene, this);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Film");
film->device_update(device, &dscene, this);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Lookup Tables");
lookup_tables->device_update(device, &dscene);
if (progress.get_cancel() || device->have_error())
return;
progress.set_status("Updating Baking");
bake_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error())
return;
if (device->have_error() == false) {
progress.set_status("Updating Device", "Writing constant memory");
device->const_copy_to("__data", &dscene.data, sizeof(dscene.data));
}
if (print_stats) {
size_t mem_used = util_guarded_get_mem_used();
size_t mem_peak = util_guarded_get_mem_peak();
VLOG(1) << "System memory statistics after full device sync:\n"
<< " Usage: " << string_human_readable_number(mem_used) << " ("
<< string_human_readable_size(mem_used) << ")\n"
<< " Peak: " << string_human_readable_number(mem_peak) << " ("
<< string_human_readable_size(mem_peak) << ")";
}
}
Scene::MotionType Scene::need_motion()
{
if (integrator->motion_blur)
return MOTION_BLUR;
else if (Pass::contains(passes, PASS_MOTION))
return MOTION_PASS;
else
return MOTION_NONE;
}
float Scene::motion_shutter_time()
{
if (need_motion() == Scene::MOTION_PASS)
return 2.0f;
else
return camera->shuttertime;
}
bool Scene::need_global_attribute(AttributeStandard std)
{
if (std == ATTR_STD_UV)
return Pass::contains(passes, PASS_UV);
else if (std == ATTR_STD_MOTION_VERTEX_POSITION)
return need_motion() != MOTION_NONE;
else if (std == ATTR_STD_MOTION_VERTEX_NORMAL)
return need_motion() == MOTION_BLUR;
return false;
}
void Scene::need_global_attributes(AttributeRequestSet &attributes)
{
for (int std = ATTR_STD_NONE; std < ATTR_STD_NUM; std++)
if (need_global_attribute((AttributeStandard)std))
attributes.add((AttributeStandard)std);
}
bool Scene::need_update()
{
return (need_reset() || film->need_update);
}
bool Scene::need_data_update()
{
return (background->need_update || image_manager->need_update || object_manager->need_update ||
geometry_manager->need_update || light_manager->need_update ||
lookup_tables->need_update || integrator->need_update || shader_manager->need_update ||
particle_system_manager->need_update || bake_manager->need_update || film->need_update);
}
bool Scene::need_reset()
{
return need_data_update() || camera->need_update;
}
void Scene::reset()
{
shader_manager->reset(this);
shader_manager->add_default(this);
/* ensure all objects are updated */
camera->tag_update();
dicing_camera->tag_update();
film->tag_update(this);
background->tag_update(this);
integrator->tag_update(this);
object_manager->tag_update(this);
geometry_manager->tag_update(this);
light_manager->tag_update(this);
particle_system_manager->tag_update(this);
}
void Scene::device_free()
{
free_memory(false);
}
void Scene::collect_statistics(RenderStats *stats)
{
geometry_manager->collect_statistics(this, stats);
image_manager->collect_statistics(stats);
}
DeviceRequestedFeatures Scene::get_requested_device_features()
{
DeviceRequestedFeatures requested_features;
shader_manager->get_requested_features(this, &requested_features);
/* This features are not being tweaked as often as shaders,
* so could be done selective magic for the viewport as well.
*/
bool use_motion = need_motion() == Scene::MotionType::MOTION_BLUR;
requested_features.use_hair = false;
requested_features.use_hair_thick = (params.hair_shape == CURVE_THICK);
requested_features.use_object_motion = false;
requested_features.use_camera_motion = use_motion && camera->use_motion();
foreach (Object *object, objects) {
Geometry *geom = object->geometry;
if (use_motion) {
requested_features.use_object_motion |= object->use_motion() | geom->use_motion_blur;
requested_features.use_camera_motion |= geom->use_motion_blur;
}
if (object->is_shadow_catcher) {
requested_features.use_shadow_tricks = true;
}
if (geom->type == Geometry::MESH) {
Mesh *mesh = static_cast<Mesh *>(geom);
#ifdef WITH_OPENSUBDIV
if (mesh->subdivision_type != Mesh::SUBDIVISION_NONE) {
requested_features.use_patch_evaluation = true;
}
#endif
requested_features.use_true_displacement |= mesh->has_true_displacement();
}
else if (geom->type == Geometry::HAIR) {
requested_features.use_hair = true;
}
}
requested_features.use_background_light = light_manager->has_background_light(this);
requested_features.use_baking = bake_manager->get_baking();
requested_features.use_integrator_branched = (integrator->method == Integrator::BRANCHED_PATH);
if (film->denoising_data_pass) {
requested_features.use_denoising = true;
requested_features.use_shadow_tricks = true;
}
return requested_features;
}
bool Scene::update(Progress &progress, bool &kernel_switch_needed)
{
/* update scene */
if (need_update()) {
/* Updated used shader tag so we know which features are need for the kernel. */
shader_manager->update_shaders_used(this);
/* Update max_closures. */
KernelIntegrator *kintegrator = &dscene.data.integrator;
if (params.background) {
kintegrator->max_closures = get_max_closure_count();
}
else {
/* Currently viewport render is faster with higher max_closures, needs investigating. */
kintegrator->max_closures = MAX_CLOSURE;
}
/* Load render kernels, before device update where we upload data to the GPU. */
bool new_kernels_needed = load_kernels(progress, false);
progress.set_status("Updating Scene");
MEM_GUARDED_CALL(&progress, device_update, device, progress);
DeviceKernelStatus kernel_switch_status = device->get_active_kernel_switch_state();
kernel_switch_needed = kernel_switch_status == DEVICE_KERNEL_FEATURE_KERNEL_AVAILABLE ||
kernel_switch_status == DEVICE_KERNEL_FEATURE_KERNEL_INVALID;
if (kernel_switch_status == DEVICE_KERNEL_WAITING_FOR_FEATURE_KERNEL) {
progress.set_kernel_status("Compiling render kernels");
}
if (new_kernels_needed || kernel_switch_needed) {
progress.set_kernel_status("Compiling render kernels");
device->wait_for_availability(loaded_kernel_features);
progress.set_kernel_status("");
}
return true;
}
return false;
}
bool Scene::load_kernels(Progress &progress, bool lock_scene)
{
thread_scoped_lock scene_lock;
if (lock_scene) {
scene_lock = thread_scoped_lock(mutex);
}
DeviceRequestedFeatures requested_features = get_requested_device_features();
if (!kernels_loaded || loaded_kernel_features.modified(requested_features)) {
progress.set_status("Loading render kernels (may take a few minutes the first time)");
scoped_timer timer;
VLOG(2) << "Requested features:\n" << requested_features;
if (!device->load_kernels(requested_features)) {
string message = device->error_message();
if (message.empty())
message = "Failed loading render kernel, see console for errors";
progress.set_error(message);
progress.set_status(message);
progress.set_update();
return false;
}
progress.add_skip_time(timer, false);
VLOG(1) << "Total time spent loading kernels: " << time_dt() - timer.get_start();
kernels_loaded = true;
loaded_kernel_features = requested_features;
return true;
}
return false;
}
int Scene::get_max_closure_count()
{
if (shader_manager->use_osl()) {
/* OSL always needs the maximum as we can't predict the
* number of closures a shader might generate. */
return MAX_CLOSURE;
}
int max_closures = 0;
for (int i = 0; i < shaders.size(); i++) {
Shader *shader = shaders[i];
if (shader->used) {
int num_closures = shader->graph->get_num_closures();
max_closures = max(max_closures, num_closures);
}
}
max_closure_global = max(max_closure_global, max_closures);
if (max_closure_global > MAX_CLOSURE) {
/* This is usually harmless as more complex shader tend to get many
* closures discarded due to mixing or low weights. We need to limit
* to MAX_CLOSURE as this is hardcoded in CPU/mega kernels, and it
* avoids excessive memory usage for split kernels. */
VLOG(2) << "Maximum number of closures exceeded: " << max_closure_global << " > "
<< MAX_CLOSURE;
max_closure_global = MAX_CLOSURE;
}
return max_closure_global;
}
CCL_NAMESPACE_END