/* * 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 #include #include "buffers.h" #include "camera.h" #include "device.h" #include "integrator.h" #include "scene.h" #include "session.h" #include "util_foreach.h" #include "util_function.h" #include "util_math.h" #include "util_opengl.h" #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); 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; start_time = 0.0; reset_time = 0.0; preview_time = 0.0; paused_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; } 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(RenderBuffers *buffers, tile_buffers) delete buffers; delete buffers; delete display; delete scene; delete device; 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 access 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_(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 * draw previous results in a resized window */ if(!buffer_params.modified(display->params)) { /* 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(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; 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, * 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().empty()) 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 */ path_trace(); 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_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, 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 * 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; 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.rng_state = buffers->rng_state.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.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, * 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 * 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().empty()) 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().empty()) 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(tile_manager.state.sample); } if(!device->error_message().empty()) 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.empty()) 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, 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); 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 * 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 */ Integrator *integrator = scene->integrator; if(integrator->sampling_pattern == SAMPLING_PATTERN_CMJ) { 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()) { 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.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(tile_manager.num_samples == USHRT_MAX) substatus = string_printf("Path Tracing Sample %d", sample+1); else substatus = string_printf("Path Tracing Sample %d/%d", sample+1, tile_manager.num_samples); if(show_pause) { status = "Paused"; } else if(show_done) { status = "Done"; } else { status = substatus; substatus.clear(); } 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; task.integrator_branched = scene->integrator->method == Integrator::BRANCHED_PATH; 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 < 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