blender/intern/cycles/render/bake.cpp
Dalai Felinto 8d3cc431d7 Fix T41471 Cycles Bake: Setting small tile size results in wrong bake with stripes rather than the expected noise pattern
This problem was introduced in 983cbafd1877f8dbaae60b064a14e27b5b640f18
Basically the issue is that we were not getting a unique index in the
baking routine for the RNG (random number generator).

Reviewers: sergey

Differential Revision: https://developer.blender.org/D749
2014-08-19 11:40:33 +02:00

270 lines
6.2 KiB
C++

/*
* Copyright 2011-2014 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 "bake.h"
#include "integrator.h"
CCL_NAMESPACE_BEGIN
BakeData::BakeData(const int object, const size_t tri_offset, const size_t num_pixels):
m_object(object),
m_tri_offset(tri_offset),
m_num_pixels(num_pixels)
{
m_primitive.resize(num_pixels);
m_u.resize(num_pixels);
m_v.resize(num_pixels);
m_dudx.resize(num_pixels);
m_dudy.resize(num_pixels);
m_dvdx.resize(num_pixels);
m_dvdy.resize(num_pixels);
}
BakeData::~BakeData()
{
m_primitive.clear();
m_u.clear();
m_v.clear();
m_dudx.clear();
m_dudy.clear();
m_dvdx.clear();
m_dvdy.clear();
}
void BakeData::set(int i, int prim, float uv[2], float dudx, float dudy, float dvdx, float dvdy)
{
m_primitive[i] = (prim == -1 ? -1 : m_tri_offset + prim);
m_u[i] = uv[0];
m_v[i] = uv[1];
m_dudx[i] = dudx;
m_dudy[i] = dudy;
m_dvdx[i] = dvdx;
m_dvdy[i] = dvdy;
}
int BakeData::object()
{
return m_object;
}
size_t BakeData::size()
{
return m_num_pixels;
}
bool BakeData::is_valid(int i)
{
return m_primitive[i] != -1;
}
uint4 BakeData::data(int i)
{
return make_uint4(
m_object,
m_primitive[i],
__float_as_int(m_u[i]),
__float_as_int(m_v[i])
);
}
uint4 BakeData::differentials(int i)
{
return make_uint4(
__float_as_int(m_dudx[i]),
__float_as_int(m_dudy[i]),
__float_as_int(m_dvdx[i]),
__float_as_int(m_dvdy[i])
);
}
BakeManager::BakeManager()
{
m_bake_data = NULL;
m_is_baking = false;
need_update = true;
m_shader_limit = 512 * 512;
}
BakeManager::~BakeManager()
{
if(m_bake_data)
delete m_bake_data;
}
bool BakeManager::get_baking()
{
return m_is_baking;
}
void BakeManager::set_baking(const bool value)
{
m_is_baking = value;
}
BakeData *BakeManager::init(const int object, const size_t tri_offset, const size_t num_pixels)
{
m_bake_data = new BakeData(object, tri_offset, num_pixels);
return m_bake_data;
}
void BakeManager::set_shader_limit(const size_t x, const size_t y)
{
m_shader_limit = x * y;
m_shader_limit = (size_t)pow(2, ceil(log(m_shader_limit)/log(2)));
}
bool BakeManager::bake(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress, ShaderEvalType shader_type, BakeData *bake_data, float result[])
{
size_t num_pixels = bake_data->size();
progress.reset_sample();
this->num_parts = 0;
/* calculate the total parts for the progress bar */
for(size_t shader_offset = 0; shader_offset < num_pixels; shader_offset += m_shader_limit) {
size_t shader_size = (size_t)fminf(num_pixels - shader_offset, m_shader_limit);
DeviceTask task(DeviceTask::SHADER);
task.shader_w = shader_size;
this->num_parts += device->get_split_task_count(task);
}
this->num_samples = is_aa_pass(shader_type)? scene->integrator->aa_samples : 1;
for(size_t shader_offset = 0; shader_offset < num_pixels; shader_offset += m_shader_limit) {
size_t shader_size = (size_t)fminf(num_pixels - shader_offset, m_shader_limit);
/* setup input for device task */
device_vector<uint4> d_input;
uint4 *d_input_data = d_input.resize(shader_size * 2);
size_t d_input_size = 0;
for(size_t i = shader_offset; i < (shader_offset + shader_size); i++) {
d_input_data[d_input_size++] = bake_data->data(i);
d_input_data[d_input_size++] = bake_data->differentials(i);
}
if(d_input_size == 0) {
m_is_baking = false;
return false;
}
/* run device task */
device_vector<float4> d_output;
d_output.resize(shader_size);
/* needs to be up to data for attribute access */
device->const_copy_to("__data", &dscene->data, sizeof(dscene->data));
device->mem_alloc(d_input, MEM_READ_ONLY);
device->mem_copy_to(d_input);
device->mem_alloc(d_output, MEM_WRITE_ONLY);
DeviceTask task(DeviceTask::SHADER);
task.shader_input = d_input.device_pointer;
task.shader_output = d_output.device_pointer;
task.shader_eval_type = shader_type;
task.shader_x = 0;
task.offset = shader_offset;
task.shader_w = d_output.size();
task.num_samples = this->num_samples;
task.get_cancel = function_bind(&Progress::get_cancel, &progress);
task.update_progress_sample = function_bind(&Progress::increment_sample_update, &progress);
device->task_add(task);
device->task_wait();
if(progress.get_cancel()) {
device->mem_free(d_input);
device->mem_free(d_output);
m_is_baking = false;
return false;
}
device->mem_copy_from(d_output, 0, 1, d_output.size(), sizeof(float4));
device->mem_free(d_input);
device->mem_free(d_output);
/* read result */
int k = 0;
float4 *offset = (float4*)d_output.data_pointer;
size_t depth = 4;
for(size_t i=shader_offset; i < (shader_offset + shader_size); i++) {
size_t index = i * depth;
float4 out = offset[k++];
if(bake_data->is_valid(i)) {
for(size_t j=0; j < 4; j++) {
result[index + j] = out[j];
}
}
}
}
m_is_baking = false;
return true;
}
void BakeManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
if(!need_update)
return;
if(progress.get_cancel()) return;
need_update = false;
}
void BakeManager::device_free(Device *device, DeviceScene *dscene)
{
}
bool BakeManager::is_aa_pass(ShaderEvalType type)
{
switch(type) {
case SHADER_EVAL_UV:
case SHADER_EVAL_NORMAL:
return false;
default:
return true;
}
}
bool BakeManager::is_light_pass(ShaderEvalType type)
{
switch(type) {
case SHADER_EVAL_AO:
case SHADER_EVAL_COMBINED:
case SHADER_EVAL_SHADOW:
case SHADER_EVAL_DIFFUSE_DIRECT:
case SHADER_EVAL_GLOSSY_DIRECT:
case SHADER_EVAL_TRANSMISSION_DIRECT:
case SHADER_EVAL_SUBSURFACE_DIRECT:
case SHADER_EVAL_DIFFUSE_INDIRECT:
case SHADER_EVAL_GLOSSY_INDIRECT:
case SHADER_EVAL_TRANSMISSION_INDIRECT:
case SHADER_EVAL_SUBSURFACE_INDIRECT:
return true;
default:
return false;
}
}
CCL_NAMESPACE_END