blender/intern/cycles/render/session.cpp

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/*
* 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_math.h"
#include "util_opengl.h"
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.
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#include "util_task.h"
#include "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)),
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) {
buffers = NULL;
display = NULL;
}
else {
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;
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;
}
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(display && params.output_path != "") {
tonemap();
progress.set_status("Writing Image", params.output_path);
display->write(device, params.output_path);
}
foreach(RenderBuffers *buffers, tile_buffers)
delete buffers;
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);
/* block for buffer acces and reset immediately. we can't do this
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* 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)
{
/* 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
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* draw previous results in a resized window */
if(!buffer_params.modified(display->params)) {
/* for CUDA we need to do tonemapping still, since we can
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* 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()
{
bool tiles_written = false;
start_time = time_dt();
reset_time = time_dt();
paused_time = 0.0;
last_update_time = time_dt();
if(!params.background)
progress.set_start_time(start_time + paused_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,
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* 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) {
double pause_start = time_dt();
pause_cond.wait(pause_lock);
paused_time += time_dt() - pause_start;
if(!params.background)
progress.set_start_time(start_time + paused_time);
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
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* 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 */
path_trace();
device->task_wait();
if(device->error_message() != "")
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() != "")
progress.set_cancel(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)
{
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
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* draw previous results in a resized window */
if(!buffer_params.modified(display->params)) {
display->draw(device);
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;
tile_lock.unlock();
/* in case of a permanent buffer, return it, otherwise we will allocate
* a new temporary buffer */
if(!params.background) {
tile_manager.state.buffer.get_offset_stride(rtile.offset, rtile.stride);
rtile.buffer = buffers->buffer.device_pointer;
rtile.rng_state = buffers->rng_state.device_pointer;
rtile.rgba = display->rgba.device_pointer;
rtile.buffers = buffers;
device->map_tile(tile_device, rtile);
return true;
}
/* 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;
buffer_params.get_offset_stride(rtile.offset, rtile.stride);
RenderBuffers *tilebuffers;
/* allocate buffers */
if(params.progressive_refine) {
tile_lock.lock();
if(tile_buffers.size() == 0)
tile_buffers.resize(tile_manager.state.num_tiles, NULL);
tilebuffers = tile_buffers[tile.index];
if(tilebuffers == NULL) {
tilebuffers = new RenderBuffers(tile_device);
tile_buffers[tile.index] = tilebuffers;
tilebuffers->reset(tile_device, buffer_params);
}
tile_lock.unlock();
}
else {
tilebuffers = new RenderBuffers(tile_device);
tilebuffers->reset(tile_device, buffer_params);
}
rtile.buffer = tilebuffers->buffer.device_pointer;
rtile.rng_state = tilebuffers->rng_state.device_pointer;
rtile.rgba = 0;
rtile.buffers = tilebuffers;
/* 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);
}
}
update_status_time();
}
void Session::release_tile(RenderTile& rtile)
{
thread_scoped_lock tile_lock(tile_mutex);
if(write_render_tile_cb) {
if(params.progressive_refine == false) {
/* todo: optimize this by making it thread safe and removing lock */
write_render_tile_cb(rtile);
delete rtile.buffers;
}
}
update_status_time();
}
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,
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* 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) {
double pause_start = time_dt();
pause_cond.wait(pause_lock);
paused_time += time_dt() - pause_start;
if(!params.background)
progress.set_start_time(start_time + paused_time);
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
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* 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 */
path_trace();
/* 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.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();
}
if(device->error_message() != "")
progress.set_cancel(device->error_message());
tiles_written = update_progressive_refine(progress.get_cancel());
}
progress.set_update();
}
if(!tiles_written)
update_progressive_refine(true);
}
void Session::run()
{
/* load kernels */
if(!kernels_loaded) {
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;
}
kernels_loaded = true;
}
/* 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)
{
if(device_use_gl)
return draw_gpu(buffer_params);
else
return draw_cpu(buffer_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);
start_time = time_dt();
preview_time = 0.0;
paused_time = 0.0;
if(!params.background)
progress.set_start_time(start_time + paused_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(RenderBuffers *buffers, tile_buffers)
delete buffers;
tile_buffers.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
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* 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;
if(width != cam->width || height != cam->height) {
cam->width = width;
cam->height = height;
cam->tag_update();
}
/* update scene */
if(scene->need_update()) {
progress.set_status("Updating Scene");
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_divider;
int num_tiles = tile_manager.state.num_tiles;
int tile = tile_manager.state.num_rendered_tiles;
/* update status */
string status, substatus;
if(!params.progressive) {
bool is_gpu = params.device.type == DEVICE_CUDA || params.device.type == DEVICE_OPENCL;
bool is_multidevice = params.device.multi_devices.size() > 1;
bool is_cpu = params.device.type == DEVICE_CPU;
substatus = string_printf("Path Tracing Tile %d/%d", tile, num_tiles);
if((is_gpu && !is_multidevice) || (is_cpu && num_tiles == 1)) {
/* when rendering on GPU multithreading happens within single tile, as in
* tiles are handling sequentially and in this case we could display
* currently rendering sample number
* this helps a lot from feedback point of view.
* also display the info on CPU, when using 1 tile only
*/
int sample = progress.get_sample(), num_samples = tile_manager.state.num_samples;
if(tile > 1) {
/* sample counter is global for all tiles, subtract samples
* from already finished tiles to get sample counter for
* current tile only
*/
sample -= (tile - 1) * num_samples;
}
substatus += string_printf(", Sample %d/%d", sample, num_samples);
}
}
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 tile_time = (tile == 0 || 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(preview_time < 0.0) preview_time = 0.0;
progress.set_tile(tile, tile_time);
}
void Session::update_progress_sample()
{
progress.increment_sample();
}
void Session::path_trace()
{
/* add path trace task */
DeviceTask task(DeviceTask::PATH_TRACE);
task.acquire_tile = function_bind(&Session::acquire_tile, this, _1, _2);
task.release_tile = function_bind(&Session::release_tile, this, _1);
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(&Session::update_progress_sample, this);
task.need_finish_queue = params.progressive_refine;
device->task_add(task);
}
void Session::tonemap()
{
/* add tonemap task */
DeviceTask task(DeviceTask::TONEMAP);
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 = display->rgba.device_pointer;
task.buffer = buffers->buffer.device_pointer;
task.sample = tile_manager.state.sample;
task.resolution = tile_manager.state.resolution_divider;
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 == params.samples || cancel;
double current_time = time_dt();
if (current_time - last_update_time < 1.0) {
/* if last sample was processed, we need to write buffers anyway */
if (!write)
return false;
}
if(params.progressive_refine) {
foreach(RenderBuffers *buffers, tile_buffers) {
RenderTile rtile;
rtile.buffers = buffers;
rtile.sample = sample;
if(write)
write_render_tile_cb(rtile);
else
update_render_tile_cb(rtile);
}
}
last_update_time = current_time;
return write;
}
void Session::device_free()
{
scene->device_free();
foreach(RenderBuffers *buffers, tile_buffers)
delete buffers;
tile_buffers.clear();
/* used from background render only, so no need to
* re-create render/display buffers here
*/
}
CCL_NAMESPACE_END