blender/intern/cycles/render/image.h
Kévin Dietrich bbe6d44928 Cycles: optimize device updates
This optimizes device updates (during user edits or frame changes in
the viewport) by avoiding unnecessary computations. To achieve this,
we use a combination of the sockets' update flags as well as some new
flags passed to the various managers when tagging for an update to tell
exactly what the tagging is for (e.g. shader was modified, object was
removed, etc.).

Besides avoiding recomputations, we also avoid resending to the devices
unmodified data arrays, thus reducing bandwidth usage. For OptiX and
Embree, BVH packing was also multithreaded.

The performance improvements may vary depending on the used device (CPU
or GPU), and the content of the scene. Simple scenes (e.g. with no adaptive
subdivision or volumes) rendered using OptiX will benefit from this work
the most.

On average, for a variety of animated scenes, this gives a 3x speedup.

Reviewed By: #cycles, brecht

Maniphest Tasks: T79174

Differential Revision: https://developer.blender.org/D9555
2021-01-22 16:08:25 +01:00

242 lines
6.2 KiB
C++

/*
* 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.
*/
#ifndef __IMAGE_H__
#define __IMAGE_H__
#include "device/device_memory.h"
#include "render/colorspace.h"
#include "util/util_string.h"
#include "util/util_thread.h"
#include "util/util_transform.h"
#include "util/util_unique_ptr.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceInfo;
class ImageHandle;
class ImageKey;
class ImageMetaData;
class ImageManager;
class Progress;
class RenderStats;
class Scene;
class ColorSpaceProcessor;
class VDBImageLoader;
/* Image Parameters */
class ImageParams {
public:
bool animated;
InterpolationType interpolation;
ExtensionType extension;
ImageAlphaType alpha_type;
ustring colorspace;
float frame;
ImageParams()
: animated(false),
interpolation(INTERPOLATION_LINEAR),
extension(EXTENSION_CLIP),
alpha_type(IMAGE_ALPHA_AUTO),
colorspace(u_colorspace_raw),
frame(0.0f)
{
}
bool operator==(const ImageParams &other) const
{
return (animated == other.animated && interpolation == other.interpolation &&
extension == other.extension && alpha_type == other.alpha_type &&
colorspace == other.colorspace && frame == other.frame);
}
};
/* Image MetaData
*
* Information about the image that is available before the image pixels are loaded. */
class ImageMetaData {
public:
/* Set by ImageLoader.load_metadata(). */
int channels;
size_t width, height, depth;
size_t byte_size;
ImageDataType type;
/* Optional color space, defaults to raw. */
ustring colorspace;
const char *colorspace_file_format;
/* Optional transform for 3D images. */
bool use_transform_3d;
Transform transform_3d;
/* Automatically set. */
bool compress_as_srgb;
ImageMetaData();
bool operator==(const ImageMetaData &other) const;
bool is_float() const;
void detect_colorspace();
};
/* Image loader base class, that can be subclassed to load image data
* from custom sources (file, memory, procedurally generated, etc). */
class ImageLoader {
public:
ImageLoader();
virtual ~ImageLoader(){};
/* Load metadata without actual image yet, should be fast. */
virtual bool load_metadata(ImageMetaData &metadata) = 0;
/* Load actual image contents. */
virtual bool load_pixels(const ImageMetaData &metadata,
void *pixels,
const size_t pixels_size,
const bool associate_alpha) = 0;
/* Name for logs and stats. */
virtual string name() const = 0;
/* Optional for OSL texture cache. */
virtual ustring osl_filepath() const;
/* Free any memory used for loading metadata and pixels. */
virtual void cleanup(){};
/* Compare avoid loading the same image multiple times. */
virtual bool equals(const ImageLoader &other) const = 0;
static bool equals(const ImageLoader *a, const ImageLoader *b);
virtual bool is_vdb_loader() const;
/* Work around for no RTTI. */
};
/* Image Handle
*
* Access handle for image in the image manager. Multiple shader nodes may
* share the same image, and this class handles reference counting for that. */
class ImageHandle {
public:
ImageHandle();
ImageHandle(const ImageHandle &other);
ImageHandle &operator=(const ImageHandle &other);
~ImageHandle();
bool operator==(const ImageHandle &other) const;
void clear();
bool empty();
int num_tiles();
ImageMetaData metadata();
int svm_slot(const int tile_index = 0) const;
device_texture *image_memory(const int tile_index = 0) const;
VDBImageLoader *vdb_loader(const int tile_index = 0) const;
protected:
vector<int> tile_slots;
ImageManager *manager;
friend class ImageManager;
};
/* Image Manager
*
* Handles loading and storage of all images in the scene. This includes 2D
* texture images and 3D volume images. */
class ImageManager {
public:
explicit ImageManager(const DeviceInfo &info);
~ImageManager();
ImageHandle add_image(const string &filename, const ImageParams &params);
ImageHandle add_image(const string &filename,
const ImageParams &params,
const array<int> &tiles);
ImageHandle add_image(ImageLoader *loader, const ImageParams &params, const bool builtin = true);
void device_update(Device *device, Scene *scene, Progress &progress);
void device_update_slot(Device *device, Scene *scene, int slot, Progress *progress);
void device_free(Device *device);
void device_load_builtin(Device *device, Scene *scene, Progress &progress);
void device_free_builtin(Device *device);
void set_osl_texture_system(void *texture_system);
bool set_animation_frame_update(int frame);
void collect_statistics(RenderStats *stats);
void tag_update();
bool need_update() const;
struct Image {
ImageParams params;
ImageMetaData metadata;
ImageLoader *loader;
float frame;
bool need_metadata;
bool need_load;
bool builtin;
string mem_name;
device_texture *mem;
int users;
thread_mutex mutex;
};
private:
bool need_update_;
bool has_half_images;
thread_mutex device_mutex;
thread_mutex images_mutex;
int animation_frame;
vector<Image *> images;
void *osl_texture_system;
int add_image_slot(ImageLoader *loader, const ImageParams &params, const bool builtin);
void add_image_user(int slot);
void remove_image_user(int slot);
void load_image_metadata(Image *img);
template<TypeDesc::BASETYPE FileFormat, typename StorageType>
bool file_load_image(Image *img, int texture_limit);
void device_load_image(Device *device, Scene *scene, int slot, Progress *progress);
void device_free_image(Device *device, int slot);
friend class ImageHandle;
};
CCL_NAMESPACE_END
#endif /* __IMAGE_H__ */