blender/intern/cycles/render/session.cpp
Ton Roosendaal da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00

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9.5 KiB
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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_time.h"
CCL_NAMESPACE_BEGIN
Session::Session(const SessionParams& params_)
: params(params_),
tile_manager(params.progressive, params.passes, params.tile_size, params.min_size)
{
device_use_gl = (params.device_type == DEVICE_CUDA && !params.background);
device = Device::create(params.device_type, params.background);
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;
pass = 0;
delayed_reset.do_reset = false;
delayed_reset.w = 0;
delayed_reset.h = 0;
display_outdated = false;
gpu_draw_ready = false;
gpu_need_tonemap = false;
}
Session::~Session()
{
if(session_thread) {
progress.set_cancel("Exiting");
gpu_need_tonemap = false;
gpu_need_tonemap_cond.notify_all();
wait();
}
if(params.output_path != "") {
progress.set_status("Writing Image", params.output_path);
display->write(device, params.output_path);
}
delete buffers;
delete display;
delete scene;
delete device;
}
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(int w, int h)
{
/* block for buffer acces 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_(w, h);
gpu_need_tonemap = false;
gpu_need_tonemap_cond.notify_all();
}
bool Session::draw_gpu(int w, int h)
{
/* 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(w == display->width && h == display->height) {
/* 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();
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()
{
start_time = time_dt();
reset_time = time_dt();
while(!progress.get_cancel() && tile_manager.next()) {
/* buffers mutex is locked entirely while rendering each
pass, 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(progress.get_cancel())
break;
/* update status and timing */
update_status_time();
/* path trace */
foreach(Tile& tile, tile_manager.state.tiles) {
path_trace(tile);
device->task_wait();
if(progress.get_cancel())
break;
}
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(progress.get_cancel())
break;
}
}
/* CPU Session */
void Session::reset_cpu(int w, int h)
{
thread_scoped_lock reset_lock(delayed_reset.mutex);
display_outdated = true;
reset_time = time_dt();
delayed_reset.w = w;
delayed_reset.h = h;
delayed_reset.do_reset = true;
device->task_cancel();
}
bool Session::draw_cpu(int w, int h)
{
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(w == display->width && h == display->height) {
display->draw(device);
if(display_outdated && (time_dt() - reset_time) > params.text_timeout)
return false;
return true;
}
}
return false;
}
void Session::run_cpu()
{
{
/* 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.w, delayed_reset.h);
delayed_reset.do_reset = false;
}
while(!progress.get_cancel() && tile_manager.next()) {
{
thread_scoped_lock buffers_lock(buffers->mutex);
/* update scene */
update_scene();
if(progress.get_cancel())
break;
/* update status and timing */
update_status_time();
/* path trace all tiles */
foreach(Tile& tile, tile_manager.state.tiles)
path_trace(tile);
}
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.w, delayed_reset.h);
}
else {
/* tonemap only if we do not reset, we don't we don't
want to show the result of an incomplete pass*/
tonemap();
}
}
progress.set_update();
}
}
void Session::run()
{
/* session thread loop */
progress.set_status("Waiting for render to start");
/* first scene update */
if(!progress.get_cancel()) {
thread_scoped_lock scene_lock(scene->mutex);
scene->device_update(device, progress);
}
/* run */
if(!progress.get_cancel()) {
if(device_use_gl)
run_gpu();
else
run_cpu();
}
/* progress update */
if(progress.get_cancel())
progress.set_status(progress.get_cancel_message());
else
progress.set_update();
}
bool Session::draw(int w, int h)
{
if(device_use_gl)
return draw_gpu(w, h);
else
return draw_cpu(w, h);
}
void Session::reset_(int w, int h)
{
if(w != buffers->width || h != buffers->height) {
gpu_draw_ready = false;
buffers->reset(device, w, h);
display->reset(device, w, h);
}
tile_manager.reset(w, h);
start_time = time_dt();
preview_time = 0.0;
pass = 0;
}
void Session::reset(int w, int h)
{
if(device_use_gl)
reset_gpu(w, h);
else
reset_cpu(w, h);
}
void Session::wait()
{
session_thread->join();
delete session_thread;
session_thread = NULL;
}
void Session::update_scene()
{
thread_scoped_lock scene_lock(scene->mutex);
progress.set_status("Updating Scene");
/* update camera if dimensions changed for progressive render */
Camera *cam = scene->camera;
int w = tile_manager.state.width;
int h = tile_manager.state.height;
if(cam->width != w || cam->height != h) {
cam->width = w;
cam->height = h;
cam->tag_update();
}
/* update scene */
if(scene->need_update())
scene->device_update(device, progress);
}
void Session::update_status_time()
{
int pass = tile_manager.state.pass;
int resolution = tile_manager.state.resolution;
/* update status */
string substatus;
if(!params.progressive)
substatus = "Path Tracing";
else if(params.passes == INT_MAX)
substatus = string_printf("Path Tracing Pass %d", pass+1);
else
substatus = string_printf("Path Tracing Pass %d/%d", pass+1, params.passes);
progress.set_status("Rendering", substatus);
/* update timing */
if(preview_time == 0.0 && resolution == 1)
preview_time = time_dt();
double total_time = (time_dt() - start_time);
double pass_time = (pass == 0)? 0.0: (time_dt() - preview_time)/(pass);
progress.set_pass(pass + 1, total_time, pass_time);
}
void Session::path_trace(Tile& tile)
{
/* add path trace task */
DeviceTask task(DeviceTask::PATH_TRACE);
task.x = tile.x;
task.y = tile.y;
task.w = tile.w;
task.h = tile.h;
task.buffer = buffers->buffer.device_pointer;
task.rng_state = buffers->rng_state.device_pointer;
task.pass = tile_manager.state.pass;
task.resolution = tile_manager.state.resolution;
device->task_add(task);
}
void Session::tonemap()
{
/* add tonemap task */
DeviceTask task(DeviceTask::TONEMAP);
task.x = 0;
task.y = 0;
task.w = tile_manager.state.width;
task.h = tile_manager.state.height;
task.rgba = display->rgba.device_pointer;
task.buffer = buffers->buffer.device_pointer;
task.pass = tile_manager.state.pass;
task.resolution = tile_manager.state.resolution;
device->task_add(task);
device->task_wait();
/* set display to new size */
display->draw_set(tile_manager.state.width, tile_manager.state.height);
display_outdated = false;
}
CCL_NAMESPACE_END