blender/intern/cycles/render/session.cpp

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/*
* 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 <string.h>
#include <limits.h>
#include "render/buffers.h"
#include "render/camera.h"
#include "device/device.h"
#include "render/graph.h"
#include "render/integrator.h"
#include "render/mesh.h"
#include "render/object.h"
#include "render/scene.h"
#include "render/session.h"
#include "render/bake.h"
#include "util/util_foreach.h"
#include "util/util_function.h"
#include "util/util_logging.h"
#include "util/util_math.h"
#include "util/util_opengl.h"
#include "util/util_task.h"
#include "util/util_time.h"
CCL_NAMESPACE_BEGIN
/* Note about preserve_tile_device option for tile manager:
* progressive refine and viewport rendering does requires tiles to
* always be allocated for the same device
*/
Session::Session(const SessionParams& params_)
: params(params_),
tile_manager(params.progressive, params.samples, params.tile_size, params.start_resolution,
params.background == false || params.progressive_refine, params.background, params.tile_order,
max(params.device.multi_devices.size(), 1), params.pixel_size),
stats()
{
device_use_gl = ((params.device.type != DEVICE_CPU) && !params.background);
Cycles: merging features from tomato branch. === BVH build time optimizations === * BVH building was multithreaded. Not all building is multithreaded, packing and the initial bounding/splitting is still single threaded, but recursive splitting is, which was the main bottleneck. * Object splitting now uses binning rather than sorting of all elements, using code from the Embree raytracer from Intel. http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/ * Other small changes to avoid allocations, pack memory more tightly, avoid some unnecessary operations, ... These optimizations do not work yet when Spatial Splits are enabled, for that more work is needed. There's also other optimizations still needed, in particular for the case of many low poly objects, the packing step and node memory allocation. BVH raytracing time should remain about the same, but BVH build time should be significantly reduced, test here show speedup of about 5x to 10x on a dual core and 5x to 25x on an 8-core machine, depending on the scene. === Threads === Centralized task scheduler for multithreading, which is basically the CPU device threading code wrapped into something reusable. Basic idea is that there is a single TaskScheduler that keeps a pool of threads, one for each core. Other places in the code can then create a TaskPool that they can drop Tasks in to be executed by the scheduler, and wait for them to complete or cancel them early. === Normal ==== Added a Normal output to the texture coordinate node. This currently gives the object space normal, which is the same under object animation. In the future this might become a "generated" normal so it's also stable for deforming objects, but for now it's already useful for non-deforming objects. === Render Layers === Per render layer Samples control, leaving it to 0 will use the common scene setting. Environment pass will now render environment even if film is set to transparent. Exclude Layers" added. Scene layers (all object that influence the render, directly or indirectly) are shared between all render layers. However sometimes it's useful to leave out some object influence for a particular render layer. That's what this option allows you to do. === Filter Glossy === When using a value higher than 0.0, this will blur glossy reflections after blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good starting value to tweak. Some light paths have a low probability of being found while contributing much light to the pixel. As a result these light paths will be found in some pixels and not in others, causing fireflies. An example of such a difficult path might be a small light that is causing a small specular highlight on a sharp glossy material, which we are seeing through a rough glossy material. With path tracing it is difficult to find the specular highlight, but if we increase the roughness on the material the highlight gets bigger and softer, and so easier to find. Often this blurring will be hardly noticeable, because we are seeing it through a blurry material anyway, but there are also cases where this will lead to a loss of detail in lighting.
2012-04-28 08:53:59 +00:00
TaskScheduler::init(params.threads);
device = Device::create(params.device, stats, params.background);
if(params.background && params.output_path.empty()) {
buffers = NULL;
display = NULL;
}
else {
buffers = new RenderBuffers(device);
display = new DisplayBuffer(device, params.display_buffer_linear);
}
session_thread = NULL;
scene = NULL;
reset_time = 0.0;
last_update_time = 0.0;
delayed_reset.do_reset = false;
delayed_reset.samples = 0;
display_outdated = false;
gpu_draw_ready = false;
gpu_need_tonemap = false;
pause = false;
kernels_loaded = false;
/* TODO(sergey): Check if it's indeed optimal value for the split kernel. */
max_closure_global = 1;
}
Session::~Session()
{
if(session_thread) {
/* wait for session thread to end */
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.empty()) {
/* tonemap and write out image if requested */
delete display;
display = new DisplayBuffer(device, false);
display->reset(device, buffers->params);
tonemap(params.samples);
progress.set_status("Writing Image", params.output_path);
display->write(device, params.output_path);
}
/* clean up */
foreach(RenderTile &rtile, render_tiles)
delete rtile.buffers;
tile_manager.free_device();
delete buffers;
delete display;
delete scene;
delete device;
Cycles: merging features from tomato branch. === BVH build time optimizations === * BVH building was multithreaded. Not all building is multithreaded, packing and the initial bounding/splitting is still single threaded, but recursive splitting is, which was the main bottleneck. * Object splitting now uses binning rather than sorting of all elements, using code from the Embree raytracer from Intel. http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/ * Other small changes to avoid allocations, pack memory more tightly, avoid some unnecessary operations, ... These optimizations do not work yet when Spatial Splits are enabled, for that more work is needed. There's also other optimizations still needed, in particular for the case of many low poly objects, the packing step and node memory allocation. BVH raytracing time should remain about the same, but BVH build time should be significantly reduced, test here show speedup of about 5x to 10x on a dual core and 5x to 25x on an 8-core machine, depending on the scene. === Threads === Centralized task scheduler for multithreading, which is basically the CPU device threading code wrapped into something reusable. Basic idea is that there is a single TaskScheduler that keeps a pool of threads, one for each core. Other places in the code can then create a TaskPool that they can drop Tasks in to be executed by the scheduler, and wait for them to complete or cancel them early. === Normal ==== Added a Normal output to the texture coordinate node. This currently gives the object space normal, which is the same under object animation. In the future this might become a "generated" normal so it's also stable for deforming objects, but for now it's already useful for non-deforming objects. === Render Layers === Per render layer Samples control, leaving it to 0 will use the common scene setting. Environment pass will now render environment even if film is set to transparent. Exclude Layers" added. Scene layers (all object that influence the render, directly or indirectly) are shared between all render layers. However sometimes it's useful to leave out some object influence for a particular render layer. That's what this option allows you to do. === Filter Glossy === When using a value higher than 0.0, this will blur glossy reflections after blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good starting value to tweak. Some light paths have a low probability of being found while contributing much light to the pixel. As a result these light paths will be found in some pixels and not in others, causing fireflies. An example of such a difficult path might be a small light that is causing a small specular highlight on a sharp glossy material, which we are seeing through a rough glossy material. With path tracing it is difficult to find the specular highlight, but if we increase the roughness on the material the highlight gets bigger and softer, and so easier to find. Often this blurring will be hardly noticeable, because we are seeing it through a blurry material anyway, but there are also cases where this will lead to a loss of detail in lighting.
2012-04-28 08:53:59 +00:00
TaskScheduler::exit();
}
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(BufferParams& buffer_params, int samples)
{
thread_scoped_lock pause_lock(pause_mutex);
2013-08-13 08:43:31 +00:00
/* block for buffer access and reset immediately. we can't do this
2012-06-09 17:22:52 +00:00
* 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_(buffer_params, samples);
gpu_need_tonemap = false;
gpu_need_tonemap_cond.notify_all();
pause_cond.notify_all();
}
bool Session::draw_gpu(BufferParams& buffer_params, DeviceDrawParams& draw_params)
{
/* 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
2012-06-09 17:22:52 +00:00
* draw previous results in a resized window */
if(!buffer_params.modified(display->params)) {
/* for CUDA we need to do tonemapping still, since we can
2012-06-09 17:22:52 +00:00
* only access GL buffers from the main thread */
if(gpu_need_tonemap) {
thread_scoped_lock buffers_lock(buffers_mutex);
tonemap(tile_manager.state.sample);
gpu_need_tonemap = false;
gpu_need_tonemap_cond.notify_all();
}
display->draw(device, draw_params);
if(display_outdated && (time_dt() - reset_time) > params.text_timeout)
return false;
return true;
}
}
return false;
}
void Session::run_gpu()
{
bool tiles_written = false;
reset_time = time_dt();
last_update_time = time_dt();
progress.set_render_start_time();
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,
2012-06-09 17:22:52 +00:00
* wait for pause condition notify to wake up again */
thread_scoped_lock pause_lock(pause_mutex);
if(!pause && !tile_manager.done()) {
/* reset could have happened after no_tiles was set, before this lock.
* in this case we shall not wait for pause condition
*/
}
else if(pause || no_tiles) {
update_status_time(pause, no_tiles);
while(1) {
scoped_timer pause_timer;
pause_cond.wait(pause_lock);
if(pause) {
progress.add_skip_time(pause_timer, params.background);
}
update_status_time(pause, no_tiles);
progress.set_update();
if(!pause)
break;
}
}
if(progress.get_cancel())
break;
}
if(!no_tiles) {
/* update scene */
scoped_timer update_timer;
update_scene();
progress.add_skip_time(update_timer, params.background);
if(!device->error_message().empty())
progress.set_error(device->error_message());
if(progress.get_cancel())
break;
}
if(!no_tiles) {
/* buffers mutex is locked entirely while rendering each
2012-06-09 17:22:52 +00:00
* 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();
/* render */
render();
device->task_wait();
if(!device->error_message().empty())
progress.set_cancel(device->error_message());
/* 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().empty())
progress.set_error(device->error_message());
tiles_written = update_progressive_refine(progress.get_cancel());
if(progress.get_cancel())
break;
}
}
if(!tiles_written)
update_progressive_refine(true);
}
/* CPU Session */
void Session::reset_cpu(BufferParams& buffer_params, int samples)
{
thread_scoped_lock reset_lock(delayed_reset.mutex);
thread_scoped_lock pause_lock(pause_mutex);
display_outdated = true;
reset_time = time_dt();
delayed_reset.params = buffer_params;
delayed_reset.samples = samples;
delayed_reset.do_reset = true;
device->task_cancel();
pause_cond.notify_all();
}
bool Session::draw_cpu(BufferParams& buffer_params, DeviceDrawParams& draw_params)
{
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
2012-06-09 17:22:52 +00:00
* draw previous results in a resized window */
if(!buffer_params.modified(display->params)) {
display->draw(device, draw_params);
if(display_outdated && (time_dt() - reset_time) > params.text_timeout)
return false;
return true;
}
}
return false;
}
bool Session::acquire_tile(Device *tile_device, RenderTile& rtile)
{
if(progress.get_cancel()) {
if(params.progressive_refine == false) {
/* for progressive refine current sample should be finished for all tiles */
return false;
}
}
thread_scoped_lock tile_lock(tile_mutex);
/* get next tile from manager */
Tile *tile;
int device_num = device->device_number(tile_device);
if(!tile_manager.next_tile(tile, device_num))
return false;
/* fill render tile */
rtile.x = tile_manager.state.buffer.full_x + tile->x;
rtile.y = tile_manager.state.buffer.full_y + tile->y;
rtile.w = tile->w;
rtile.h = tile->h;
rtile.start_sample = tile_manager.state.sample;
rtile.num_samples = tile_manager.state.num_samples;
rtile.resolution = tile_manager.state.resolution_divider;
rtile.tile_index = tile->index;
rtile.task = (tile->state == Tile::DENOISE)? RenderTile::DENOISE: RenderTile::PATH_TRACE;
tile_lock.unlock();
/* in case of a permanent buffer, return it, otherwise we will allocate
* a new temporary buffer */
if(!(params.background && params.output_path.empty())) {
tile_manager.state.buffer.get_offset_stride(rtile.offset, rtile.stride);
rtile.buffer = buffers->buffer.device_pointer;
rtile.buffers = buffers;
tile->buffers = buffers;
device->map_tile(tile_device, rtile);
return true;
}
bool store_rtile = false;
if(tile->buffers == NULL) {
/* fill buffer parameters */
BufferParams buffer_params = tile_manager.params;
buffer_params.full_x = rtile.x;
buffer_params.full_y = rtile.y;
buffer_params.width = rtile.w;
buffer_params.height = rtile.h;
/* allocate buffers */
if(params.progressive_refine) {
tile_lock.lock();
if(render_tiles.size() == 0) {
RenderTile nulltile;
nulltile.buffers = NULL;
render_tiles.resize(tile_manager.state.num_tiles, nulltile);
}
/* In certain circumstances number of tiles in the tile manager could
* be changed. This is not supported by the progressive refine feature.
*/
assert(render_tiles.size() == tile_manager.state.num_tiles);
RenderTile &stored_rtile = render_tiles[tile->index];
if(stored_rtile.buffers == NULL) {
tile->buffers = new RenderBuffers(tile_device);
tile->buffers->reset(tile_device, buffer_params);
store_rtile = true;
}
else {
assert(rtile.x == stored_rtile.x &&
rtile.y == stored_rtile.y &&
rtile.w == stored_rtile.w &&
rtile.h == stored_rtile.h);
tile_lock.unlock();
tile->buffers = stored_rtile.buffers;
}
}
else {
tile->buffers = new RenderBuffers(tile_device);
tile->buffers->reset(tile_device, buffer_params);
}
}
tile->buffers->params.get_offset_stride(rtile.offset, rtile.stride);
rtile.buffer = tile->buffers->buffer.device_pointer;
rtile.buffers = tile->buffers;
rtile.sample = 0;
if(store_rtile) {
render_tiles[tile->index] = rtile;
tile_lock.unlock();
}
/* this will tag tile as IN PROGRESS in blender-side render pipeline,
* which is needed to highlight currently rendering tile before first
* sample was processed for it
*/
update_tile_sample(rtile);
return true;
}
void Session::update_tile_sample(RenderTile& rtile)
{
thread_scoped_lock tile_lock(tile_mutex);
if(update_render_tile_cb) {
if(params.progressive_refine == false) {
/* todo: optimize this by making it thread safe and removing lock */
update_render_tile_cb(rtile, true);
}
}
update_status_time();
}
void Session::release_tile(RenderTile& rtile)
{
thread_scoped_lock tile_lock(tile_mutex);
progress.add_finished_tile(rtile.task == RenderTile::DENOISE);
bool delete_tile;
if(tile_manager.finish_tile(rtile.tile_index, delete_tile)) {
if(write_render_tile_cb && params.progressive_refine == false) {
write_render_tile_cb(rtile);
if(delete_tile) {
delete rtile.buffers;
tile_manager.state.tiles[rtile.tile_index].buffers = NULL;
}
}
}
else {
if(update_render_tile_cb && params.progressive_refine == false) {
update_render_tile_cb(rtile, false);
}
}
update_status_time();
}
void Session::map_neighbor_tiles(RenderTile *tiles, Device *tile_device)
{
thread_scoped_lock tile_lock(tile_mutex);
int center_idx = tiles[4].tile_index;
assert(tile_manager.state.tiles[center_idx].state == Tile::DENOISE);
BufferParams buffer_params = tile_manager.params;
int4 image_region = make_int4(buffer_params.full_x, buffer_params.full_y,
buffer_params.full_x + buffer_params.width, buffer_params.full_y + buffer_params.height);
for(int dy = -1, i = 0; dy <= 1; dy++) {
for(int dx = -1; dx <= 1; dx++, i++) {
int px = tiles[4].x + dx*params.tile_size.x;
int py = tiles[4].y + dy*params.tile_size.y;
if(px >= image_region.x && py >= image_region.y &&
px < image_region.z && py < image_region.w) {
int tile_index = center_idx + dy*tile_manager.state.tile_stride + dx;
Tile *tile = &tile_manager.state.tiles[tile_index];
assert(tile->buffers);
tiles[i].buffer = tile->buffers->buffer.device_pointer;
tiles[i].x = tile_manager.state.buffer.full_x + tile->x;
tiles[i].y = tile_manager.state.buffer.full_y + tile->y;
tiles[i].w = tile->w;
tiles[i].h = tile->h;
tiles[i].buffers = tile->buffers;
tile->buffers->params.get_offset_stride(tiles[i].offset, tiles[i].stride);
}
else {
tiles[i].buffer = (device_ptr)NULL;
tiles[i].buffers = NULL;
tiles[i].x = clamp(px, image_region.x, image_region.z);
tiles[i].y = clamp(py, image_region.y, image_region.w);
tiles[i].w = tiles[i].h = 0;
}
}
}
assert(tiles[4].buffers);
device->map_neighbor_tiles(tile_device, tiles);
}
void Session::unmap_neighbor_tiles(RenderTile *tiles, Device *tile_device)
{
thread_scoped_lock tile_lock(tile_mutex);
device->unmap_neighbor_tiles(tile_device, tiles);
}
void Session::run_cpu()
{
bool tiles_written = false;
last_update_time = time_dt();
{
/* 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.params, 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,
2012-06-09 17:22:52 +00:00
* wait for pause condition notify to wake up again */
thread_scoped_lock pause_lock(pause_mutex);
if(!pause && delayed_reset.do_reset) {
/* 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.params, delayed_reset.samples);
delayed_reset.do_reset = false;
}
else if(pause || no_tiles) {
update_status_time(pause, no_tiles);
while(1) {
scoped_timer pause_timer;
pause_cond.wait(pause_lock);
if(pause) {
progress.add_skip_time(pause_timer, params.background);
}
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
2012-06-09 17:22:52 +00:00
* sample, and released/reacquired on each iteration to allow
* reset and draw in between */
thread_scoped_lock buffers_lock(buffers_mutex);
/* update scene */
scoped_timer update_timer;
update_scene();
progress.add_skip_time(update_timer, params.background);
if(!device->error_message().empty())
progress.set_error(device->error_message());
if(progress.get_cancel())
break;
/* update status and timing */
update_status_time();
/* render */
render();
/* update status and timing */
update_status_time();
if(!params.background)
need_tonemap = true;
if(!device->error_message().empty())
progress.set_error(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.params, 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(tile_manager.state.sample);
}
if(!device->error_message().empty())
progress.set_error(device->error_message());
tiles_written = update_progressive_refine(progress.get_cancel());
}
progress.set_update();
}
if(!tiles_written)
update_progressive_refine(true);
}
DeviceRequestedFeatures Session::get_requested_device_features()
{
/* TODO(sergey): Consider moving this to the Scene level. */
DeviceRequestedFeatures requested_features;
requested_features.experimental = params.experimental;
requested_features.max_closure = get_max_closure_count();
scene->shader_manager->get_requested_features(
scene,
&requested_features);
if(!params.background) {
/* Avoid too much re-compilations for viewport render. */
requested_features.max_closure = 64;
requested_features.max_nodes_group = NODE_GROUP_LEVEL_MAX;
requested_features.nodes_features = NODE_FEATURE_ALL;
}
/* This features are not being tweaked as often as shaders,
* so could be done selective magic for the viewport as well.
*/
requested_features.use_hair = false;
requested_features.use_object_motion = false;
requested_features.use_camera_motion = scene->camera->use_motion;
foreach(Object *object, scene->objects) {
Mesh *mesh = object->mesh;
if(mesh->num_curves()) {
requested_features.use_hair = true;
}
requested_features.use_object_motion |= object->use_motion | mesh->use_motion_blur;
requested_features.use_camera_motion |= mesh->use_motion_blur;
#ifdef WITH_OPENSUBDIV
if(mesh->subdivision_type != Mesh::SUBDIVISION_NONE) {
requested_features.use_patch_evaluation = true;
}
#endif
if(object->is_shadow_catcher) {
requested_features.use_shadow_tricks = true;
}
}
BakeManager *bake_manager = scene->bake_manager;
requested_features.use_baking = bake_manager->get_baking();
requested_features.use_integrator_branched = (scene->integrator->method == Integrator::BRANCHED_PATH);
requested_features.use_denoising = params.use_denoising;
return requested_features;
}
void Session::load_kernels(bool lock_scene)
{
thread_scoped_lock scene_lock;
if(lock_scene) {
scene_lock = thread_scoped_lock(scene->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("Error", message);
progress.set_update();
return;
}
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;
}
}
void Session::run()
{
/* load kernels */
load_kernels();
/* session thread loop */
progress.set_status("Waiting for render to start");
/* run */
if(!progress.get_cancel()) {
/* reset number of rendered samples */
progress.reset_sample();
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(BufferParams& buffer_params, DeviceDrawParams &draw_params)
{
if(device_use_gl)
return draw_gpu(buffer_params, draw_params);
else
return draw_cpu(buffer_params, draw_params);
}
void Session::reset_(BufferParams& buffer_params, int samples)
{
if(buffers) {
if(buffer_params.modified(buffers->params)) {
gpu_draw_ready = false;
buffers->reset(device, buffer_params);
display->reset(device, buffer_params);
}
}
tile_manager.reset(buffer_params, samples);
progress.reset_sample();
bool show_progress = params.background || tile_manager.get_num_effective_samples() != INT_MAX;
progress.set_total_pixel_samples(show_progress? tile_manager.state.total_pixel_samples : 0);
if(!params.background)
progress.set_start_time();
progress.set_render_start_time();
}
void Session::reset(BufferParams& buffer_params, int samples)
{
if(device_use_gl)
reset_gpu(buffer_params, samples);
else
reset_cpu(buffer_params, samples);
if(params.progressive_refine) {
thread_scoped_lock buffers_lock(buffers_mutex);
foreach(RenderTile &rtile, render_tiles)
delete rtile.buffers;
render_tiles.clear();
}
}
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);
/* update camera if dimensions changed for progressive render. the camera
2012-06-09 17:22:52 +00:00
* knows nothing about progressive or cropped rendering, it just gets the
* image dimensions passed in */
Camera *cam = scene->camera;
int width = tile_manager.state.buffer.full_width;
int height = tile_manager.state.buffer.full_height;
int resolution = tile_manager.state.resolution_divider;
if(width != cam->width || height != cam->height) {
cam->width = width;
cam->height = height;
cam->resolution = resolution;
cam->tag_update();
}
/* number of samples is needed by multi jittered
* sampling pattern and by baking */
Integrator *integrator = scene->integrator;
BakeManager *bake_manager = scene->bake_manager;
if(integrator->sampling_pattern == SAMPLING_PATTERN_CMJ ||
bake_manager->get_baking())
{
int aa_samples = tile_manager.num_samples;
if(aa_samples != integrator->aa_samples) {
integrator->aa_samples = aa_samples;
integrator->tag_update(scene);
}
}
/* update scene */
if(scene->need_update()) {
load_kernels(false);
progress.set_status("Updating Scene");
MEM_GUARDED_CALL(&progress, scene->device_update, device, progress);
}
}
void Session::update_status_time(bool show_pause, bool show_done)
{
int progressive_sample = tile_manager.state.sample;
int num_samples = tile_manager.get_num_effective_samples();
int tile = progress.get_rendered_tiles();
int num_tiles = tile_manager.state.num_tiles;
/* update status */
string status, substatus;
if(!params.progressive) {
const bool is_cpu = params.device.type == DEVICE_CPU;
const bool rendering_finished = (tile == num_tiles);
const bool is_last_tile = (tile + 1) == num_tiles;
substatus = string_printf("Rendered %d/%d Tiles", tile, num_tiles);
if(!rendering_finished && (device->show_samples() || (is_cpu && is_last_tile))) {
/* Some devices automatically support showing the sample number:
* - CUDADevice
2017-01-13 14:24:56 +00:00
* - OpenCLDevice when using the megakernel (the split kernel renders multiple
* samples at the same time, so the current sample isn't really defined)
* - CPUDevice when using one thread
* For these devices, the current sample is always shown.
*
* The other option is when the last tile is currently being rendered by the CPU.
2015-05-09 14:34:30 +00:00
*/
substatus += string_printf(", Sample %d/%d", progress.get_current_sample(), num_samples);
}
if(params.use_denoising) {
substatus += string_printf(", Denoised %d tiles", progress.get_denoised_tiles());
}
}
else if(tile_manager.num_samples == INT_MAX)
substatus = string_printf("Path Tracing Sample %d", progressive_sample+1);
else
substatus = string_printf("Path Tracing Sample %d/%d",
progressive_sample+1,
num_samples);
if(show_pause) {
status = "Paused";
}
else if(show_done) {
status = "Done";
progress.set_end_time(); /* Save end time so that further calls to get_time are accurate. */
}
else {
status = substatus;
substatus.clear();
}
progress.set_status(status, substatus);
}
void Session::render()
{
/* add path trace task */
DeviceTask task(DeviceTask::RENDER);
task.acquire_tile = function_bind(&Session::acquire_tile, this, _1, _2);
task.release_tile = function_bind(&Session::release_tile, this, _1);
task.map_neighbor_tiles = function_bind(&Session::map_neighbor_tiles, this, _1, _2);
task.unmap_neighbor_tiles = function_bind(&Session::unmap_neighbor_tiles, this, _1, _2);
task.get_cancel = function_bind(&Progress::get_cancel, &this->progress);
task.update_tile_sample = function_bind(&Session::update_tile_sample, this, _1);
task.update_progress_sample = function_bind(&Progress::add_samples, &this->progress, _1, _2);
task.need_finish_queue = params.progressive_refine;
task.integrator_branched = scene->integrator->method == Integrator::BRANCHED_PATH;
task.requested_tile_size = params.tile_size;
task.passes_size = tile_manager.params.get_passes_size();
if(params.use_denoising) {
task.denoising_radius = params.denoising_radius;
task.denoising_strength = params.denoising_strength;
task.denoising_feature_strength = params.denoising_feature_strength;
task.denoising_relative_pca = params.denoising_relative_pca;
assert(!scene->film->need_update);
task.pass_stride = scene->film->pass_stride;
task.pass_denoising_data = scene->film->denoising_data_offset;
task.pass_denoising_clean = scene->film->denoising_clean_offset;
}
device->task_add(task);
}
void Session::tonemap(int sample)
{
/* add tonemap task */
DeviceTask task(DeviceTask::FILM_CONVERT);
task.x = tile_manager.state.buffer.full_x;
task.y = tile_manager.state.buffer.full_y;
task.w = tile_manager.state.buffer.width;
task.h = tile_manager.state.buffer.height;
task.rgba_byte = display->rgba_byte.device_pointer;
task.rgba_half = display->rgba_half.device_pointer;
task.buffer = buffers->buffer.device_pointer;
task.sample = sample;
tile_manager.state.buffer.get_offset_stride(task.offset, task.stride);
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;
}
bool Session::update_progressive_refine(bool cancel)
{
int sample = tile_manager.state.sample + 1;
bool write = sample == tile_manager.num_samples || cancel;
double current_time = time_dt();
if(current_time - last_update_time < params.progressive_update_timeout) {
/* if last sample was processed, we need to write buffers anyway */
if(!write && sample != 1)
return false;
}
if(params.progressive_refine) {
foreach(RenderTile &rtile, render_tiles) {
rtile.sample = sample;
if(write) {
if(write_render_tile_cb)
write_render_tile_cb(rtile);
}
else {
if(update_render_tile_cb)
update_render_tile_cb(rtile, true);
}
}
}
last_update_time = current_time;
return write;
}
void Session::device_free()
{
scene->device_free();
foreach(RenderTile &tile, render_tiles)
delete tile.buffers;
tile_manager.free_device();
render_tiles.clear();
/* used from background render only, so no need to
* re-create render/display buffers here
*/
}
int Session::get_max_closure_count()
{
int max_closures = 0;
for(int i = 0; i < scene->shaders.size(); i++) {
int num_closures = scene->shaders[i]->graph->get_num_closures();
max_closures = max(max_closures, num_closures);
}
max_closure_global = max(max_closure_global, max_closures);
return max_closure_global;
}
CCL_NAMESPACE_END