blender/intern/cycles/render/film.cpp
Brecht Van Lommel cd3fade2aa Fix Cycles rendering crash on OpenBSD
Static initialization order was not guaranteed to be correct for node base
types. Now wrap all initialization in accessor functions to ensure the order
is correct.

Did not cause any known bug on Linux/macOS/Windows, but showed up on this
platform.
2021-03-15 16:47:07 +01:00

752 lines
22 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.
*/
#include "render/film.h"
#include "device/device.h"
#include "render/camera.h"
#include "render/integrator.h"
#include "render/mesh.h"
#include "render/scene.h"
#include "render/stats.h"
#include "render/tables.h"
#include "util/util_algorithm.h"
#include "util/util_foreach.h"
#include "util/util_math.h"
#include "util/util_math_cdf.h"
#include "util/util_time.h"
CCL_NAMESPACE_BEGIN
/* Pass */
static bool compare_pass_order(const Pass &a, const Pass &b)
{
if (a.components == b.components)
return (a.type < b.type);
return (a.components > b.components);
}
static NodeEnum *get_pass_type_enum()
{
static NodeEnum pass_type_enum;
pass_type_enum.insert("combined", PASS_COMBINED);
pass_type_enum.insert("depth", PASS_DEPTH);
pass_type_enum.insert("normal", PASS_NORMAL);
pass_type_enum.insert("uv", PASS_UV);
pass_type_enum.insert("object_id", PASS_OBJECT_ID);
pass_type_enum.insert("material_id", PASS_MATERIAL_ID);
pass_type_enum.insert("motion", PASS_MOTION);
pass_type_enum.insert("motion_weight", PASS_MOTION_WEIGHT);
#ifdef __KERNEL_DEBUG__
pass_type_enum.insert("traversed_nodes", PASS_BVH_TRAVERSED_NODES);
pass_type_enum.insert("traverse_instances", PASS_BVH_TRAVERSED_INSTANCES);
pass_type_enum.insert("bvh_intersections", PASS_BVH_INTERSECTIONS);
pass_type_enum.insert("ray_bounces", PASS_RAY_BOUNCES);
#endif
pass_type_enum.insert("render_time", PASS_RENDER_TIME);
pass_type_enum.insert("cryptomatte", PASS_CRYPTOMATTE);
pass_type_enum.insert("aov_color", PASS_AOV_COLOR);
pass_type_enum.insert("aov_value", PASS_AOV_VALUE);
pass_type_enum.insert("adaptive_aux_buffer", PASS_ADAPTIVE_AUX_BUFFER);
pass_type_enum.insert("sample_count", PASS_SAMPLE_COUNT);
pass_type_enum.insert("mist", PASS_MIST);
pass_type_enum.insert("emission", PASS_EMISSION);
pass_type_enum.insert("background", PASS_BACKGROUND);
pass_type_enum.insert("ambient_occlusion", PASS_AO);
pass_type_enum.insert("shadow", PASS_SHADOW);
pass_type_enum.insert("diffuse_direct", PASS_DIFFUSE_DIRECT);
pass_type_enum.insert("diffuse_indirect", PASS_DIFFUSE_INDIRECT);
pass_type_enum.insert("diffuse_color", PASS_DIFFUSE_COLOR);
pass_type_enum.insert("glossy_direct", PASS_GLOSSY_DIRECT);
pass_type_enum.insert("glossy_indirect", PASS_GLOSSY_INDIRECT);
pass_type_enum.insert("glossy_color", PASS_GLOSSY_COLOR);
pass_type_enum.insert("transmission_direct", PASS_TRANSMISSION_DIRECT);
pass_type_enum.insert("transmission_indirect", PASS_TRANSMISSION_INDIRECT);
pass_type_enum.insert("transmission_color", PASS_TRANSMISSION_COLOR);
pass_type_enum.insert("volume_direct", PASS_VOLUME_DIRECT);
pass_type_enum.insert("volume_indirect", PASS_VOLUME_INDIRECT);
pass_type_enum.insert("bake_primitive", PASS_BAKE_PRIMITIVE);
pass_type_enum.insert("bake_differential", PASS_BAKE_DIFFERENTIAL);
return &pass_type_enum;
}
NODE_DEFINE(Pass)
{
NodeType *type = NodeType::add("pass", create);
NodeEnum *pass_type_enum = get_pass_type_enum();
SOCKET_ENUM(type, "Type", *pass_type_enum, PASS_COMBINED);
SOCKET_STRING(name, "Name", ustring());
return type;
}
Pass::Pass() : Node(get_node_type())
{
}
void Pass::add(PassType type, vector<Pass> &passes, const char *name)
{
for (size_t i = 0; i < passes.size(); i++) {
if (passes[i].type != type) {
continue;
}
/* An empty name is used as a placeholder to signal that any pass of
* that type is fine (because the content always is the same).
* This is important to support divide_type: If the pass that has a
* divide_type is added first, a pass for divide_type with an empty
* name will be added. Then, if a matching pass with a name is later
* requested, the existing placeholder will be renamed to that.
* If the divide_type is explicitly allocated with a name first and
* then again as part of another pass, the second one will just be
* skipped because that type already exists. */
/* If no name is specified, any pass of the correct type will match. */
if (name == NULL) {
return;
}
/* If we already have a placeholder pass, rename that one. */
if (passes[i].name.empty()) {
passes[i].name = name;
return;
}
/* If neither existing nor requested pass have placeholder name, they
* must match. */
if (name == passes[i].name) {
return;
}
}
Pass pass;
pass.type = type;
pass.filter = true;
pass.exposure = false;
pass.divide_type = PASS_NONE;
if (name) {
pass.name = name;
}
switch (type) {
case PASS_NONE:
pass.components = 0;
break;
case PASS_COMBINED:
pass.components = 4;
pass.exposure = true;
break;
case PASS_DEPTH:
pass.components = 1;
pass.filter = false;
break;
case PASS_MIST:
pass.components = 1;
break;
case PASS_NORMAL:
pass.components = 4;
break;
case PASS_UV:
pass.components = 4;
break;
case PASS_MOTION:
pass.components = 4;
pass.divide_type = PASS_MOTION_WEIGHT;
break;
case PASS_MOTION_WEIGHT:
pass.components = 1;
break;
case PASS_OBJECT_ID:
case PASS_MATERIAL_ID:
pass.components = 1;
pass.filter = false;
break;
case PASS_EMISSION:
case PASS_BACKGROUND:
pass.components = 4;
pass.exposure = true;
break;
case PASS_AO:
pass.components = 4;
break;
case PASS_SHADOW:
pass.components = 4;
pass.exposure = false;
break;
case PASS_LIGHT:
/* This isn't a real pass, used by baking to see whether
* light data is needed or not.
*
* Set components to 0 so pass sort below happens in a
* determined way.
*/
pass.components = 0;
break;
#ifdef WITH_CYCLES_DEBUG
case PASS_BVH_TRAVERSED_NODES:
case PASS_BVH_TRAVERSED_INSTANCES:
case PASS_BVH_INTERSECTIONS:
case PASS_RAY_BOUNCES:
pass.components = 1;
pass.exposure = false;
break;
#endif
case PASS_RENDER_TIME:
/* This pass is handled entirely on the host side. */
pass.components = 0;
break;
case PASS_DIFFUSE_COLOR:
case PASS_GLOSSY_COLOR:
case PASS_TRANSMISSION_COLOR:
pass.components = 4;
break;
case PASS_DIFFUSE_DIRECT:
case PASS_DIFFUSE_INDIRECT:
pass.components = 4;
pass.exposure = true;
pass.divide_type = PASS_DIFFUSE_COLOR;
break;
case PASS_GLOSSY_DIRECT:
case PASS_GLOSSY_INDIRECT:
pass.components = 4;
pass.exposure = true;
pass.divide_type = PASS_GLOSSY_COLOR;
break;
case PASS_TRANSMISSION_DIRECT:
case PASS_TRANSMISSION_INDIRECT:
pass.components = 4;
pass.exposure = true;
pass.divide_type = PASS_TRANSMISSION_COLOR;
break;
case PASS_VOLUME_DIRECT:
case PASS_VOLUME_INDIRECT:
pass.components = 4;
pass.exposure = true;
break;
case PASS_CRYPTOMATTE:
pass.components = 4;
break;
case PASS_ADAPTIVE_AUX_BUFFER:
pass.components = 4;
break;
case PASS_SAMPLE_COUNT:
pass.components = 1;
pass.exposure = false;
break;
case PASS_AOV_COLOR:
pass.components = 4;
break;
case PASS_AOV_VALUE:
pass.components = 1;
break;
case PASS_BAKE_PRIMITIVE:
case PASS_BAKE_DIFFERENTIAL:
pass.components = 4;
pass.exposure = false;
pass.filter = false;
break;
default:
assert(false);
break;
}
passes.push_back(pass);
/* Order from by components, to ensure alignment so passes with size 4
* come first and then passes with size 1. Note this must use stable sort
* so cryptomatte passes remain in the right order. */
stable_sort(&passes[0], &passes[0] + passes.size(), compare_pass_order);
if (pass.divide_type != PASS_NONE)
Pass::add(pass.divide_type, passes);
}
bool Pass::equals(const vector<Pass> &A, const vector<Pass> &B)
{
if (A.size() != B.size())
return false;
for (int i = 0; i < A.size(); i++)
if (A[i].type != B[i].type || A[i].name != B[i].name)
return false;
return true;
}
bool Pass::contains(const vector<Pass> &passes, PassType type)
{
for (size_t i = 0; i < passes.size(); i++)
if (passes[i].type == type)
return true;
return false;
}
/* Pixel Filter */
static float filter_func_box(float /*v*/, float /*width*/)
{
return 1.0f;
}
static float filter_func_gaussian(float v, float width)
{
v *= 6.0f / width;
return expf(-2.0f * v * v);
}
static float filter_func_blackman_harris(float v, float width)
{
v = M_2PI_F * (v / width + 0.5f);
return 0.35875f - 0.48829f * cosf(v) + 0.14128f * cosf(2.0f * v) - 0.01168f * cosf(3.0f * v);
}
static vector<float> filter_table(FilterType type, float width)
{
vector<float> filter_table(FILTER_TABLE_SIZE);
float (*filter_func)(float, float) = NULL;
switch (type) {
case FILTER_BOX:
filter_func = filter_func_box;
break;
case FILTER_GAUSSIAN:
filter_func = filter_func_gaussian;
width *= 3.0f;
break;
case FILTER_BLACKMAN_HARRIS:
filter_func = filter_func_blackman_harris;
width *= 2.0f;
break;
default:
assert(0);
}
/* Create importance sampling table. */
/* TODO(sergey): With the even filter table size resolution we can not
* really make it nice symmetric importance map without sampling full range
* (meaning, we would need to sample full filter range and not use the
* make_symmetric argument).
*
* Current code matches exactly initial filter table code, but we should
* consider either making FILTER_TABLE_SIZE odd value or sample full filter.
*/
util_cdf_inverted(FILTER_TABLE_SIZE,
0.0f,
width * 0.5f,
function_bind(filter_func, _1, width),
true,
filter_table);
return filter_table;
}
/* Film */
NODE_DEFINE(Film)
{
NodeType *type = NodeType::add("film", create);
SOCKET_FLOAT(exposure, "Exposure", 0.8f);
SOCKET_FLOAT(pass_alpha_threshold, "Pass Alpha Threshold", 0.0f);
static NodeEnum filter_enum;
filter_enum.insert("box", FILTER_BOX);
filter_enum.insert("gaussian", FILTER_GAUSSIAN);
filter_enum.insert("blackman_harris", FILTER_BLACKMAN_HARRIS);
SOCKET_ENUM(filter_type, "Filter Type", filter_enum, FILTER_BOX);
SOCKET_FLOAT(filter_width, "Filter Width", 1.0f);
SOCKET_FLOAT(mist_start, "Mist Start", 0.0f);
SOCKET_FLOAT(mist_depth, "Mist Depth", 100.0f);
SOCKET_FLOAT(mist_falloff, "Mist Falloff", 1.0f);
SOCKET_BOOLEAN(denoising_data_pass, "Generate Denoising Data Pass", false);
SOCKET_BOOLEAN(denoising_clean_pass, "Generate Denoising Clean Pass", false);
SOCKET_BOOLEAN(denoising_prefiltered_pass, "Generate Denoising Prefiltered Pass", false);
SOCKET_INT(denoising_flags, "Denoising Flags", 0);
SOCKET_BOOLEAN(use_adaptive_sampling, "Use Adaptive Sampling", false);
SOCKET_BOOLEAN(use_light_visibility, "Use Light Visibility", false);
NodeEnum *pass_type_enum = get_pass_type_enum();
SOCKET_ENUM(display_pass, "Display Pass", *pass_type_enum, PASS_COMBINED);
static NodeEnum cryptomatte_passes_enum;
cryptomatte_passes_enum.insert("none", CRYPT_NONE);
cryptomatte_passes_enum.insert("object", CRYPT_OBJECT);
cryptomatte_passes_enum.insert("material", CRYPT_MATERIAL);
cryptomatte_passes_enum.insert("asset", CRYPT_ASSET);
cryptomatte_passes_enum.insert("accurate", CRYPT_ACCURATE);
SOCKET_ENUM(cryptomatte_passes, "Cryptomatte Passes", cryptomatte_passes_enum, CRYPT_NONE);
SOCKET_INT(cryptomatte_depth, "Cryptomatte Depth", 0);
return type;
}
Film::Film() : Node(get_node_type())
{
use_light_visibility = false;
filter_table_offset = TABLE_OFFSET_INVALID;
cryptomatte_passes = CRYPT_NONE;
display_pass = PASS_COMBINED;
}
Film::~Film()
{
}
void Film::add_default(Scene *scene)
{
Pass::add(PASS_COMBINED, scene->passes);
}
void Film::device_update(Device *device, DeviceScene *dscene, Scene *scene)
{
if (!is_modified())
return;
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->film.times.add_entry({"update", time});
}
});
device_free(device, dscene, scene);
KernelFilm *kfilm = &dscene->data.film;
/* update __data */
kfilm->exposure = exposure;
kfilm->pass_flag = 0;
kfilm->display_pass_stride = -1;
kfilm->display_pass_components = 0;
kfilm->display_divide_pass_stride = -1;
kfilm->use_display_exposure = false;
kfilm->use_display_pass_alpha = (display_pass == PASS_COMBINED);
kfilm->light_pass_flag = 0;
kfilm->pass_stride = 0;
kfilm->use_light_pass = use_light_visibility;
kfilm->pass_aov_value_num = 0;
kfilm->pass_aov_color_num = 0;
bool have_cryptomatte = false;
for (size_t i = 0; i < scene->passes.size(); i++) {
Pass &pass = scene->passes[i];
if (pass.type == PASS_NONE) {
continue;
}
/* Can't do motion pass if no motion vectors are available. */
if (pass.type == PASS_MOTION || pass.type == PASS_MOTION_WEIGHT) {
if (scene->need_motion() != Scene::MOTION_PASS) {
kfilm->pass_stride += pass.components;
continue;
}
}
int pass_flag = (1 << (pass.type % 32));
if (pass.type <= PASS_CATEGORY_MAIN_END) {
kfilm->pass_flag |= pass_flag;
}
else if (pass.type <= PASS_CATEGORY_LIGHT_END) {
kfilm->use_light_pass = 1;
kfilm->light_pass_flag |= pass_flag;
}
else {
assert(pass.type <= PASS_CATEGORY_BAKE_END);
}
switch (pass.type) {
case PASS_COMBINED:
kfilm->pass_combined = kfilm->pass_stride;
break;
case PASS_DEPTH:
kfilm->pass_depth = kfilm->pass_stride;
break;
case PASS_NORMAL:
kfilm->pass_normal = kfilm->pass_stride;
break;
case PASS_UV:
kfilm->pass_uv = kfilm->pass_stride;
break;
case PASS_MOTION:
kfilm->pass_motion = kfilm->pass_stride;
break;
case PASS_MOTION_WEIGHT:
kfilm->pass_motion_weight = kfilm->pass_stride;
break;
case PASS_OBJECT_ID:
kfilm->pass_object_id = kfilm->pass_stride;
break;
case PASS_MATERIAL_ID:
kfilm->pass_material_id = kfilm->pass_stride;
break;
case PASS_MIST:
kfilm->pass_mist = kfilm->pass_stride;
break;
case PASS_EMISSION:
kfilm->pass_emission = kfilm->pass_stride;
break;
case PASS_BACKGROUND:
kfilm->pass_background = kfilm->pass_stride;
break;
case PASS_AO:
kfilm->pass_ao = kfilm->pass_stride;
break;
case PASS_SHADOW:
kfilm->pass_shadow = kfilm->pass_stride;
break;
case PASS_LIGHT:
break;
case PASS_DIFFUSE_COLOR:
kfilm->pass_diffuse_color = kfilm->pass_stride;
break;
case PASS_GLOSSY_COLOR:
kfilm->pass_glossy_color = kfilm->pass_stride;
break;
case PASS_TRANSMISSION_COLOR:
kfilm->pass_transmission_color = kfilm->pass_stride;
break;
case PASS_DIFFUSE_INDIRECT:
kfilm->pass_diffuse_indirect = kfilm->pass_stride;
break;
case PASS_GLOSSY_INDIRECT:
kfilm->pass_glossy_indirect = kfilm->pass_stride;
break;
case PASS_TRANSMISSION_INDIRECT:
kfilm->pass_transmission_indirect = kfilm->pass_stride;
break;
case PASS_VOLUME_INDIRECT:
kfilm->pass_volume_indirect = kfilm->pass_stride;
break;
case PASS_DIFFUSE_DIRECT:
kfilm->pass_diffuse_direct = kfilm->pass_stride;
break;
case PASS_GLOSSY_DIRECT:
kfilm->pass_glossy_direct = kfilm->pass_stride;
break;
case PASS_TRANSMISSION_DIRECT:
kfilm->pass_transmission_direct = kfilm->pass_stride;
break;
case PASS_VOLUME_DIRECT:
kfilm->pass_volume_direct = kfilm->pass_stride;
break;
case PASS_BAKE_PRIMITIVE:
kfilm->pass_bake_primitive = kfilm->pass_stride;
break;
case PASS_BAKE_DIFFERENTIAL:
kfilm->pass_bake_differential = kfilm->pass_stride;
break;
#ifdef WITH_CYCLES_DEBUG
case PASS_BVH_TRAVERSED_NODES:
kfilm->pass_bvh_traversed_nodes = kfilm->pass_stride;
break;
case PASS_BVH_TRAVERSED_INSTANCES:
kfilm->pass_bvh_traversed_instances = kfilm->pass_stride;
break;
case PASS_BVH_INTERSECTIONS:
kfilm->pass_bvh_intersections = kfilm->pass_stride;
break;
case PASS_RAY_BOUNCES:
kfilm->pass_ray_bounces = kfilm->pass_stride;
break;
#endif
case PASS_RENDER_TIME:
break;
case PASS_CRYPTOMATTE:
kfilm->pass_cryptomatte = have_cryptomatte ?
min(kfilm->pass_cryptomatte, kfilm->pass_stride) :
kfilm->pass_stride;
have_cryptomatte = true;
break;
case PASS_ADAPTIVE_AUX_BUFFER:
kfilm->pass_adaptive_aux_buffer = kfilm->pass_stride;
break;
case PASS_SAMPLE_COUNT:
kfilm->pass_sample_count = kfilm->pass_stride;
break;
case PASS_AOV_COLOR:
if (kfilm->pass_aov_color_num == 0) {
kfilm->pass_aov_color = kfilm->pass_stride;
}
kfilm->pass_aov_color_num++;
break;
case PASS_AOV_VALUE:
if (kfilm->pass_aov_value_num == 0) {
kfilm->pass_aov_value = kfilm->pass_stride;
}
kfilm->pass_aov_value_num++;
break;
default:
assert(false);
break;
}
if (pass.type == display_pass) {
kfilm->display_pass_stride = kfilm->pass_stride;
kfilm->display_pass_components = pass.components;
kfilm->use_display_exposure = pass.exposure && (kfilm->exposure != 1.0f);
}
else if (pass.type == PASS_DIFFUSE_COLOR || pass.type == PASS_TRANSMISSION_COLOR ||
pass.type == PASS_GLOSSY_COLOR) {
kfilm->display_divide_pass_stride = kfilm->pass_stride;
}
kfilm->pass_stride += pass.components;
}
kfilm->pass_denoising_data = 0;
kfilm->pass_denoising_clean = 0;
kfilm->denoising_flags = 0;
if (denoising_data_pass) {
kfilm->pass_denoising_data = kfilm->pass_stride;
kfilm->pass_stride += DENOISING_PASS_SIZE_BASE;
kfilm->denoising_flags = denoising_flags;
if (denoising_clean_pass) {
kfilm->pass_denoising_clean = kfilm->pass_stride;
kfilm->pass_stride += DENOISING_PASS_SIZE_CLEAN;
kfilm->use_light_pass = 1;
}
if (denoising_prefiltered_pass) {
kfilm->pass_stride += DENOISING_PASS_SIZE_PREFILTERED;
}
}
kfilm->pass_stride = align_up(kfilm->pass_stride, 4);
/* When displaying the normal/uv pass in the viewport we need to disable
* transparency.
*
* We also don't need to perform light accumulations. Later we want to optimize this to suppress
* light calculations. */
if (display_pass == PASS_NORMAL || display_pass == PASS_UV) {
kfilm->use_light_pass = 0;
}
else {
kfilm->pass_alpha_threshold = pass_alpha_threshold;
}
/* update filter table */
vector<float> table = filter_table(filter_type, filter_width);
scene->lookup_tables->remove_table(&filter_table_offset);
filter_table_offset = scene->lookup_tables->add_table(dscene, table);
kfilm->filter_table_offset = (int)filter_table_offset;
/* mist pass parameters */
kfilm->mist_start = mist_start;
kfilm->mist_inv_depth = (mist_depth > 0.0f) ? 1.0f / mist_depth : 0.0f;
kfilm->mist_falloff = mist_falloff;
kfilm->cryptomatte_passes = cryptomatte_passes;
kfilm->cryptomatte_depth = cryptomatte_depth;
pass_stride = kfilm->pass_stride;
denoising_data_offset = kfilm->pass_denoising_data;
denoising_clean_offset = kfilm->pass_denoising_clean;
clear_modified();
}
void Film::device_free(Device * /*device*/, DeviceScene * /*dscene*/, Scene *scene)
{
scene->lookup_tables->remove_table(&filter_table_offset);
}
void Film::tag_passes_update(Scene *scene, const vector<Pass> &passes_, bool update_passes)
{
if (Pass::contains(scene->passes, PASS_UV) != Pass::contains(passes_, PASS_UV)) {
scene->geometry_manager->tag_update(scene, GeometryManager::UV_PASS_NEEDED);
foreach (Shader *shader, scene->shaders)
shader->need_update_uvs = true;
}
else if (Pass::contains(scene->passes, PASS_MOTION) != Pass::contains(passes_, PASS_MOTION)) {
scene->geometry_manager->tag_update(scene, GeometryManager::MOTION_PASS_NEEDED);
}
else if (Pass::contains(scene->passes, PASS_AO) != Pass::contains(passes_, PASS_AO)) {
scene->integrator->tag_update(scene, Integrator::AO_PASS_MODIFIED);
}
if (update_passes) {
scene->passes = passes_;
}
}
int Film::get_aov_offset(Scene *scene, string name, bool &is_color)
{
int num_color = 0, num_value = 0;
foreach (const Pass &pass, scene->passes) {
if (pass.type == PASS_AOV_COLOR) {
num_color++;
}
else if (pass.type == PASS_AOV_VALUE) {
num_value++;
}
else {
continue;
}
if (pass.name == name) {
is_color = (pass.type == PASS_AOV_COLOR);
return (is_color ? num_color : num_value) - 1;
}
}
return -1;
}
int Film::get_pass_stride() const
{
return pass_stride;
}
int Film::get_denoising_data_offset() const
{
return denoising_data_offset;
}
int Film::get_denoising_clean_offset() const
{
return denoising_clean_offset;
}
size_t Film::get_filter_table_offset() const
{
return filter_table_offset;
}
CCL_NAMESPACE_END