blender/intern/cycles/render/session.h
Sergey Sharybin 6eec49ed20 Cycles: memory usage report
This commit adds memory usage information while rendering.

It reports memory used by device, meaning:

- For CPU it'll report real memory consumption
- For GPU rendering it'll report GPU memory consumption, but it'll
  also mean the same memory is used from host side.

This information displays information about memory requested by Cycles,
not memory really allocated on a device. Real memory usage might be
higher because of memory fragmentation or optimistic memory allocator.

There's really nothing we can do against this.

Also in contrast with blender internal's render cycles memory usage
does not include memory used by scene, only memory needed by cycles
itself will be displayed. So don't freak out if memory usage reported
by cycles would be much lower than blender internal's.

This commit also adds RenderEngine.update_memory_stats callback which
is used to tell memory consumption from external engine to blender.
This information is used to generate information line after rendering
is finished.
2012-11-05 08:04:57 +00:00

199 lines
4.4 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.
*/
#ifndef __SESSION_H__
#define __SESSION_H__
#include "buffers.h"
#include "device.h"
#include "tile.h"
#include "util_progress.h"
#include "util_stats.h"
#include "util_thread.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class BufferParams;
class Device;
class DeviceScene;
class DisplayBuffer;
class Progress;
class RenderBuffers;
class Scene;
/* Session Parameters */
class SessionParams {
public:
DeviceInfo device;
bool background;
bool progressive_refine;
string output_path;
bool progressive;
bool experimental;
int samples;
int2 tile_size;
int start_resolution;
int threads;
double cancel_timeout;
double reset_timeout;
double text_timeout;
enum { OSL, SVM } shadingsystem;
SessionParams()
{
background = false;
progressive_refine = false;
output_path = "";
progressive = false;
experimental = false;
samples = INT_MAX;
tile_size = make_int2(64, 64);
start_resolution = INT_MAX;
threads = 0;
cancel_timeout = 0.1;
reset_timeout = 0.1;
text_timeout = 1.0;
shadingsystem = SVM;
}
bool modified(const SessionParams& params)
{ return !(device.type == params.device.type
&& device.id == params.device.id
&& background == params.background
&& progressive_refine == params.progressive_refine
&& output_path == params.output_path
/* && samples == params.samples */
&& progressive == params.progressive
&& experimental == params.experimental
&& tile_size == params.tile_size
&& start_resolution == params.start_resolution
&& threads == params.threads
&& cancel_timeout == params.cancel_timeout
&& reset_timeout == params.reset_timeout
&& text_timeout == params.text_timeout
&& shadingsystem == params.shadingsystem); }
};
/* Session
*
* This is the class that contains the session thread, running the render
* control loop and dispatching tasks. */
class Session {
public:
Device *device;
Scene *scene;
RenderBuffers *buffers;
DisplayBuffer *display;
Progress progress;
SessionParams params;
TileManager tile_manager;
Stats stats;
boost::function<void(RenderTile&)> write_render_tile_cb;
boost::function<void(RenderTile&)> update_render_tile_cb;
Session(const SessionParams& params);
~Session();
void start();
bool draw(BufferParams& params);
void wait();
bool ready_to_reset();
void reset(BufferParams& params, int samples);
void set_samples(int samples);
void set_pause(bool pause);
protected:
struct DelayedReset {
thread_mutex mutex;
bool do_reset;
BufferParams params;
int samples;
} delayed_reset;
void run();
void update_scene();
void update_status_time(bool show_pause = false, bool show_done = false);
void tonemap();
void path_trace();
void reset_(BufferParams& params, int samples);
void run_cpu();
bool draw_cpu(BufferParams& params);
void reset_cpu(BufferParams& params, int samples);
void run_gpu();
bool draw_gpu(BufferParams& params);
void reset_gpu(BufferParams& params, int samples);
bool acquire_tile(Device *tile_device, RenderTile& tile);
void update_tile_sample(RenderTile& tile);
void release_tile(RenderTile& tile);
void update_progress_sample();
bool device_use_gl;
thread *session_thread;
volatile bool display_outdated;
volatile bool gpu_draw_ready;
volatile bool gpu_need_tonemap;
thread_condition_variable gpu_need_tonemap_cond;
bool pause;
thread_condition_variable pause_cond;
thread_mutex pause_mutex;
thread_mutex tile_mutex;
thread_mutex buffers_mutex;
thread_mutex display_mutex;
bool kernels_loaded;
double start_time;
double reset_time;
double preview_time;
double paused_time;
/* progressive refine */
double last_update_time;
bool update_progressive_refine(bool cancel);
vector<RenderBuffers *> tile_buffers;
};
CCL_NAMESPACE_END
#endif /* __SESSION_H__ */