blender/intern/cycles/render/mesh.cpp
Brecht Van Lommel 8103381ded Cycles: threading optimizations
* Multithreaded image loading, each thread can load a separate image.
* Better multithreading for multiple instanced meshes, different threads can now
  build BVH's for different meshes, rather than all cooperating on the same mesh.
  Especially noticeable for dynamic BVH building for the viewport, gave about
  2x faster build on 8 core in fairly complex scene with many objects.
* The main thread waiting for worker threads can now also work itself, so
  (num_cores + 1) threads will be working, this supposedly gives better
  performance on some operating systems, but did not measure performance for
  this very detailed yet.
2012-05-05 19:44:33 +00:00

803 lines
21 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.
*/
#include "bvh.h"
#include "bvh_build.h"
#include "device.h"
#include "shader.h"
#include "light.h"
#include "mesh.h"
#include "object.h"
#include "scene.h"
#include "osl_globals.h"
#include "util_cache.h"
#include "util_foreach.h"
#include "util_progress.h"
#include "util_set.h"
CCL_NAMESPACE_BEGIN
/* Mesh */
Mesh::Mesh()
{
need_update = true;
transform_applied = false;
transform_negative_scaled = false;
displacement_method = DISPLACE_BUMP;
bounds = BoundBox::empty;
bvh = NULL;
tri_offset = 0;
vert_offset = 0;
attributes.mesh = this;
}
Mesh::~Mesh()
{
delete bvh;
}
void Mesh::reserve(int numverts, int numtris)
{
/* reserve space to add verts and triangles later */
verts.resize(numverts);
triangles.resize(numtris);
shader.resize(numtris);
smooth.resize(numtris);
attributes.reserve(numverts, numtris);
}
void Mesh::clear()
{
/* clear all verts and triangles */
verts.clear();
triangles.clear();
shader.clear();
smooth.clear();
attributes.clear();
used_shaders.clear();
transform_applied = false;
transform_negative_scaled = false;
}
void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_)
{
Triangle t;
t.v[0] = v0;
t.v[1] = v1;
t.v[2] = v2;
triangles.push_back(t);
shader.push_back(shader_);
smooth.push_back(smooth_);
}
void Mesh::compute_bounds()
{
BoundBox bnds = BoundBox::empty;
size_t verts_size = verts.size();
for(size_t i = 0; i < verts_size; i++)
bnds.grow(verts[i]);
/* happens mostly on empty meshes */
if(!bnds.valid())
bnds.grow(make_float3(0.0f, 0.0f, 0.0f));
bounds = bnds;
}
void Mesh::add_face_normals()
{
/* don't compute if already there */
if(attributes.find(ATTR_STD_FACE_NORMAL))
return;
/* get attributes */
Attribute *attr_fN = attributes.add(ATTR_STD_FACE_NORMAL);
float3 *fN = attr_fN->data_float3();
/* compute face normals */
size_t triangles_size = triangles.size();
bool flip = transform_negative_scaled;
if(triangles_size) {
float3 *verts_ptr = &verts[0];
Triangle *triangles_ptr = &triangles[0];
for(size_t i = 0; i < triangles_size; i++) {
Triangle t = triangles_ptr[i];
float3 v0 = verts_ptr[t.v[0]];
float3 v1 = verts_ptr[t.v[1]];
float3 v2 = verts_ptr[t.v[2]];
fN[i] = normalize(cross(v1 - v0, v2 - v0));
if(flip)
fN[i] = -fN[i];
}
}
}
void Mesh::add_vertex_normals()
{
/* don't compute if already there */
if(attributes.find(ATTR_STD_VERTEX_NORMAL))
return;
/* get attributes */
Attribute *attr_fN = attributes.find(ATTR_STD_FACE_NORMAL);
Attribute *attr_vN = attributes.add(ATTR_STD_VERTEX_NORMAL);
float3 *fN = attr_fN->data_float3();
float3 *vN = attr_vN->data_float3();
/* compute vertex normals */
memset(vN, 0, verts.size()*sizeof(float3));
size_t verts_size = verts.size();
size_t triangles_size = triangles.size();
bool flip = transform_negative_scaled;
if(triangles_size) {
Triangle *triangles_ptr = &triangles[0];
for(size_t i = 0; i < triangles_size; i++)
for(size_t j = 0; j < 3; j++)
vN[triangles_ptr[i].v[j]] += fN[i];
}
for(size_t i = 0; i < verts_size; i++) {
vN[i] = normalize(vN[i]);
if(flip)
vN[i] = -vN[i];
}
}
void Mesh::pack_normals(Scene *scene, float4 *normal, float4 *vnormal)
{
Attribute *attr_fN = attributes.find(ATTR_STD_FACE_NORMAL);
Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL);
float3 *fN = attr_fN->data_float3();
float3 *vN = attr_vN->data_float3();
int shader_id = 0;
uint last_shader = -1;
bool last_smooth = false;
size_t triangles_size = triangles.size();
uint *shader_ptr = (shader.size())? &shader[0]: NULL;
for(size_t i = 0; i < triangles_size; i++) {
normal[i].x = fN[i].x;
normal[i].y = fN[i].y;
normal[i].z = fN[i].z;
/* stuff shader id in here too */
if(shader_ptr[i] != last_shader || last_smooth != smooth[i]) {
last_shader = shader_ptr[i];
last_smooth = smooth[i];
shader_id = scene->shader_manager->get_shader_id(last_shader, this, last_smooth);
}
normal[i].w = __int_as_float(shader_id);
}
size_t verts_size = verts.size();
for(size_t i = 0; i < verts_size; i++)
vnormal[i] = make_float4(vN[i].x, vN[i].y, vN[i].z, 0.0f);
}
void Mesh::pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_offset)
{
size_t verts_size = verts.size();
if(verts_size) {
float3 *verts_ptr = &verts[0];
for(size_t i = 0; i < verts_size; i++) {
float3 p = verts_ptr[i];
tri_verts[i] = make_float4(p.x, p.y, p.z, 0.0f);
}
}
size_t triangles_size = triangles.size();
if(triangles_size) {
Triangle *triangles_ptr = &triangles[0];
for(size_t i = 0; i < triangles_size; i++) {
Triangle t = triangles_ptr[i];
tri_vindex[i] = make_float4(
__int_as_float(t.v[0] + vert_offset),
__int_as_float(t.v[1] + vert_offset),
__int_as_float(t.v[2] + vert_offset),
0);
}
}
}
void Mesh::compute_bvh(SceneParams *params, Progress *progress, int n, int total)
{
if(progress->get_cancel())
return;
compute_bounds();
if(!transform_applied) {
string msg = "Updating Mesh BVH ";
if(name == "")
msg += string_printf("%u/%u", (uint)(n+1), (uint)total);
else
msg += string_printf("%s %u/%u", name.c_str(), (uint)(n+1), (uint)total);
Object object;
object.mesh = this;
vector<Object*> objects;
objects.push_back(&object);
if(bvh && !need_update_rebuild) {
progress->set_status(msg, "Refitting BVH");
bvh->objects = objects;
bvh->refit(*progress);
}
else {
progress->set_status(msg, "Building BVH");
BVHParams bparams;
bparams.use_cache = params->use_bvh_cache;
bparams.use_spatial_split = params->use_bvh_spatial_split;
bparams.use_qbvh = params->use_qbvh;
delete bvh;
bvh = BVH::create(bparams, objects);
bvh->build(*progress);
}
}
need_update = false;
need_update_rebuild = false;
}
void Mesh::tag_update(Scene *scene, bool rebuild)
{
need_update = true;
if(rebuild) {
need_update_rebuild = true;
scene->light_manager->need_update = true;
}
else {
foreach(uint sindex, used_shaders)
if(scene->shaders[sindex]->has_surface_emission)
scene->light_manager->need_update = true;
}
scene->mesh_manager->need_update = true;
scene->object_manager->need_update = true;
}
/* Mesh Manager */
MeshManager::MeshManager()
{
bvh = NULL;
need_update = true;
}
MeshManager::~MeshManager()
{
delete bvh;
}
void MeshManager::update_osl_attributes(Device *device, Scene *scene, vector<AttributeRequestSet>& mesh_attributes)
{
#ifdef WITH_OSL
/* for OSL, a hash map is used to lookup the attribute by name. */
OSLGlobals *og = (OSLGlobals*)device->osl_memory();
og->object_name_map.clear();
og->attribute_map.clear();
og->attribute_map.resize(scene->objects.size());
for(size_t i = 0; i < scene->objects.size(); i++) {
/* set object name to object index map */
Object *object = scene->objects[i];
og->object_name_map[object->name] = i;
/* set object attributes */
foreach(ParamValue& attr, object->attributes) {
OSLGlobals::Attribute osl_attr;
osl_attr.type = attr.type();
osl_attr.elem = ATTR_ELEMENT_VALUE;
osl_attr.value = attr;
og->attribute_map[i][attr.name()] = osl_attr;
}
/* find mesh attributes */
size_t j;
for(j = 0; j < scene->meshes.size(); j++)
if(scene->meshes[j] == object->mesh)
break;
AttributeRequestSet& attributes = mesh_attributes[j];
/* set object attributes */
foreach(AttributeRequest& req, attributes.requests) {
OSLGlobals::Attribute osl_attr;
osl_attr.elem = req.element;
osl_attr.offset = req.offset;
if(req.type == TypeDesc::TypeFloat)
osl_attr.type = TypeDesc::TypeFloat;
else
osl_attr.type = TypeDesc::TypeColor;
if(req.std != ATTR_STD_NONE) {
/* if standard attribute, add lookup by std:: name convention */
ustring stdname = ustring(string("std::") + Attribute::standard_name(req.std).c_str());
og->attribute_map[i][stdname] = osl_attr;
}
else if(req.name != ustring()) {
/* add lookup by mesh attribute name */
og->attribute_map[i][req.name] = osl_attr;
}
}
}
#endif
}
void MeshManager::update_svm_attributes(Device *device, DeviceScene *dscene, Scene *scene, vector<AttributeRequestSet>& mesh_attributes)
{
/* for SVM, the attributes_map table is used to lookup the offset of an
* attribute, based on a unique shader attribute id. */
/* compute array stride */
int attr_map_stride = 0;
for(size_t i = 0; i < scene->meshes.size(); i++)
attr_map_stride = max(attr_map_stride, mesh_attributes[i].size()+1);
if(attr_map_stride == 0)
return;
/* create attribute map */
uint4 *attr_map = dscene->attributes_map.resize(attr_map_stride*scene->objects.size());
memset(attr_map, 0, dscene->attributes_map.size()*sizeof(uint));
for(size_t i = 0; i < scene->objects.size(); i++) {
Object *object = scene->objects[i];
/* find mesh attributes */
size_t j;
for(j = 0; j < scene->meshes.size(); j++)
if(scene->meshes[j] == object->mesh)
break;
AttributeRequestSet& attributes = mesh_attributes[j];
/* set object attributes */
int index = i*attr_map_stride;
foreach(AttributeRequest& req, attributes.requests) {
uint id;
if(req.std == ATTR_STD_NONE)
id = scene->shader_manager->get_attribute_id(req.name);
else
id = scene->shader_manager->get_attribute_id(req.std);
attr_map[index].x = id;
attr_map[index].y = req.element;
attr_map[index].z = req.offset;
if(req.type == TypeDesc::TypeFloat)
attr_map[index].w = NODE_ATTR_FLOAT;
else
attr_map[index].w = NODE_ATTR_FLOAT3;
index++;
}
/* terminator */
attr_map[index].x = ATTR_STD_NONE;
attr_map[index].y = 0;
attr_map[index].z = 0;
attr_map[index].w = 0;
}
/* copy to device */
dscene->data.bvh.attributes_map_stride = attr_map_stride;
device->tex_alloc("__attributes_map", dscene->attributes_map);
}
void MeshManager::device_update_attributes(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
progress.set_status("Updating Mesh", "Computing attributes");
/* gather per mesh requested attributes. as meshes may have multiple
* shaders assigned, this merges the requested attributes that have
* been set per shader by the shader manager */
vector<AttributeRequestSet> mesh_attributes(scene->meshes.size());
for(size_t i = 0; i < scene->meshes.size(); i++) {
Mesh *mesh = scene->meshes[i];
scene->need_global_attributes(mesh_attributes[i]);
foreach(uint sindex, mesh->used_shaders) {
Shader *shader = scene->shaders[sindex];
mesh_attributes[i].add(shader->attributes);
}
}
/* mesh attribute are stored in a single array per data type. here we fill
* those arrays, and set the offset and element type to create attribute
* maps next */
vector<float> attr_float;
vector<float4> attr_float3;
for(size_t i = 0; i < scene->meshes.size(); i++) {
Mesh *mesh = scene->meshes[i];
AttributeRequestSet& attributes = mesh_attributes[i];
/* todo: we now store std and name attributes from requests even if
they actually refer to the same mesh attributes, optimize */
foreach(AttributeRequest& req, attributes.requests) {
Attribute *mattr = mesh->attributes.find(req);
/* todo: get rid of this exception */
if(!mattr && req.std == ATTR_STD_GENERATED) {
mattr = mesh->attributes.add(ATTR_STD_GENERATED);
if(mesh->verts.size())
memcpy(mattr->data_float3(), &mesh->verts[0], sizeof(float3)*mesh->verts.size());
}
/* attribute not found */
if(!mattr) {
req.element = ATTR_ELEMENT_NONE;
req.offset = 0;
continue;
}
/* we abuse AttributeRequest to pass on info like element and
offset, it doesn't really make sense but is convenient */
/* store element and type */
if(mattr->element == Attribute::VERTEX)
req.element = ATTR_ELEMENT_VERTEX;
else if(mattr->element == Attribute::FACE)
req.element = ATTR_ELEMENT_FACE;
else if(mattr->element == Attribute::CORNER)
req.element = ATTR_ELEMENT_CORNER;
req.type = mattr->type;
/* store attribute data in arrays */
size_t size = mattr->element_size(mesh->verts.size(), mesh->triangles.size());
if(mattr->type == TypeDesc::TypeFloat) {
float *data = mattr->data_float();
req.offset = attr_float.size();
attr_float.resize(attr_float.size() + size);
for(size_t k = 0; k < size; k++)
attr_float[req.offset+k] = data[k];
}
else {
float3 *data = mattr->data_float3();
req.offset = attr_float3.size();
attr_float3.resize(attr_float3.size() + size);
for(size_t k = 0; k < size; k++)
attr_float3[req.offset+k] = float3_to_float4(data[k]);
}
/* mesh vertex/triangle index is global, not per object, so we sneak
a correction for that in here */
if(req.element == ATTR_ELEMENT_VERTEX)
req.offset -= mesh->vert_offset;
else if(mattr->element == Attribute::FACE)
req.offset -= mesh->tri_offset;
else if(mattr->element == Attribute::CORNER)
req.offset -= 3*mesh->tri_offset;
if(progress.get_cancel()) return;
}
}
/* create attribute lookup maps */
if(scene->params.shadingsystem == SceneParams::OSL)
update_osl_attributes(device, scene, mesh_attributes);
else
update_svm_attributes(device, dscene, scene, mesh_attributes);
if(progress.get_cancel()) return;
/* copy to device */
progress.set_status("Updating Mesh", "Copying Attributes to device");
if(attr_float.size()) {
dscene->attributes_float.copy(&attr_float[0], attr_float.size());
device->tex_alloc("__attributes_float", dscene->attributes_float);
}
if(attr_float3.size()) {
dscene->attributes_float3.copy(&attr_float3[0], attr_float3.size());
device->tex_alloc("__attributes_float3", dscene->attributes_float3);
}
}
void MeshManager::device_update_mesh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
/* count and update offsets */
size_t vert_size = 0;
size_t tri_size = 0;
foreach(Mesh *mesh, scene->meshes) {
mesh->vert_offset = vert_size;
mesh->tri_offset = tri_size;
vert_size += mesh->verts.size();
tri_size += mesh->triangles.size();
}
if(tri_size == 0)
return;
/* normals */
progress.set_status("Updating Mesh", "Computing normals");
float4 *normal = dscene->tri_normal.resize(tri_size);
float4 *vnormal = dscene->tri_vnormal.resize(vert_size);
float4 *tri_verts = dscene->tri_verts.resize(vert_size);
float4 *tri_vindex = dscene->tri_vindex.resize(tri_size);
foreach(Mesh *mesh, scene->meshes) {
mesh->pack_normals(scene, &normal[mesh->tri_offset], &vnormal[mesh->vert_offset]);
mesh->pack_verts(&tri_verts[mesh->vert_offset], &tri_vindex[mesh->tri_offset], mesh->vert_offset);
if(progress.get_cancel()) return;
}
/* vertex coordinates */
progress.set_status("Updating Mesh", "Copying Mesh to device");
device->tex_alloc("__tri_normal", dscene->tri_normal);
device->tex_alloc("__tri_vnormal", dscene->tri_vnormal);
device->tex_alloc("__tri_verts", dscene->tri_verts);
device->tex_alloc("__tri_vindex", dscene->tri_vindex);
}
void MeshManager::device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
/* bvh build */
progress.set_status("Updating Scene BVH", "Building");
BVHParams bparams;
bparams.top_level = true;
bparams.use_qbvh = scene->params.use_qbvh;
bparams.use_spatial_split = scene->params.use_bvh_spatial_split;
bparams.use_cache = scene->params.use_bvh_cache;
delete bvh;
bvh = BVH::create(bparams, scene->objects);
bvh->build(progress);
if(progress.get_cancel()) return;
/* copy to device */
progress.set_status("Updating Scene BVH", "Copying BVH to device");
PackedBVH& pack = bvh->pack;
if(pack.nodes.size()) {
dscene->bvh_nodes.reference((float4*)&pack.nodes[0], pack.nodes.size());
device->tex_alloc("__bvh_nodes", dscene->bvh_nodes);
}
if(pack.object_node.size()) {
dscene->object_node.reference((uint*)&pack.object_node[0], pack.object_node.size());
device->tex_alloc("__object_node", dscene->object_node);
}
if(pack.tri_woop.size()) {
dscene->tri_woop.reference(&pack.tri_woop[0], pack.tri_woop.size());
device->tex_alloc("__tri_woop", dscene->tri_woop);
}
if(pack.prim_visibility.size()) {
dscene->prim_visibility.reference((uint*)&pack.prim_visibility[0], pack.prim_visibility.size());
device->tex_alloc("__prim_visibility", dscene->prim_visibility);
}
if(pack.prim_index.size()) {
dscene->prim_index.reference((uint*)&pack.prim_index[0], pack.prim_index.size());
device->tex_alloc("__prim_index", dscene->prim_index);
}
if(pack.prim_object.size()) {
dscene->prim_object.reference((uint*)&pack.prim_object[0], pack.prim_object.size());
device->tex_alloc("__prim_object", dscene->prim_object);
}
dscene->data.bvh.root = pack.root_index;
}
void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
if(!need_update)
return;
/* update normals */
foreach(Mesh *mesh, scene->meshes) {
foreach(uint shader, mesh->used_shaders)
if(scene->shaders[shader]->need_update_attributes)
mesh->need_update = true;
if(mesh->need_update) {
mesh->add_face_normals();
mesh->add_vertex_normals();
if(progress.get_cancel()) return;
}
}
/* device update */
device_free(device, dscene);
device_update_mesh(device, dscene, scene, progress);
if(progress.get_cancel()) return;
device_update_attributes(device, dscene, scene, progress);
if(progress.get_cancel()) return;
/* update displacement */
bool displacement_done = false;
foreach(Mesh *mesh, scene->meshes)
if(mesh->need_update && displace(device, scene, mesh, progress))
displacement_done = true;
/* todo: properly handle cancel halfway displacement */
if(progress.get_cancel()) return;
/* device re-update after displacement */
if(displacement_done) {
device_free(device, dscene);
device_update_mesh(device, dscene, scene, progress);
if(progress.get_cancel()) return;
device_update_attributes(device, dscene, scene, progress);
if(progress.get_cancel()) return;
}
/* update bvh */
size_t i = 0, num_bvh = 0;
foreach(Mesh *mesh, scene->meshes)
if(mesh->need_update && !mesh->transform_applied)
num_bvh++;
TaskPool pool;
foreach(Mesh *mesh, scene->meshes) {
if(mesh->need_update) {
pool.push(function_bind(&Mesh::compute_bvh, mesh, &scene->params, &progress, i, num_bvh));
i++;
}
}
pool.wait_work();
foreach(Shader *shader, scene->shaders)
shader->need_update_attributes = false;
bool motion_blur = scene->need_motion() == Scene::MOTION_BLUR;
foreach(Object *object, scene->objects)
object->compute_bounds(motion_blur);
if(progress.get_cancel()) return;
device_update_bvh(device, dscene, scene, progress);
need_update = false;
}
void MeshManager::device_free(Device *device, DeviceScene *dscene)
{
device->tex_free(dscene->bvh_nodes);
device->tex_free(dscene->object_node);
device->tex_free(dscene->tri_woop);
device->tex_free(dscene->prim_visibility);
device->tex_free(dscene->prim_index);
device->tex_free(dscene->prim_object);
device->tex_free(dscene->tri_normal);
device->tex_free(dscene->tri_vnormal);
device->tex_free(dscene->tri_vindex);
device->tex_free(dscene->tri_verts);
device->tex_free(dscene->attributes_map);
device->tex_free(dscene->attributes_float);
device->tex_free(dscene->attributes_float3);
dscene->bvh_nodes.clear();
dscene->object_node.clear();
dscene->tri_woop.clear();
dscene->prim_visibility.clear();
dscene->prim_index.clear();
dscene->prim_object.clear();
dscene->tri_normal.clear();
dscene->tri_vnormal.clear();
dscene->tri_vindex.clear();
dscene->tri_verts.clear();
dscene->attributes_map.clear();
dscene->attributes_float.clear();
dscene->attributes_float3.clear();
}
void MeshManager::tag_update(Scene *scene)
{
need_update = true;
scene->object_manager->need_update = true;
}
bool Mesh::need_attribute(Scene *scene, AttributeStandard std)
{
if(std == ATTR_STD_NONE)
return false;
if(scene->need_global_attribute(std))
return true;
foreach(uint shader, used_shaders)
if(scene->shaders[shader]->attributes.find(std))
return true;
return false;
}
bool Mesh::need_attribute(Scene *scene, ustring name)
{
if(name == ustring())
return false;
foreach(uint shader, used_shaders)
if(scene->shaders[shader]->attributes.find(name))
return true;
return false;
}
CCL_NAMESPACE_END