blender/intern/cycles/render/scene.h
Sergey Sharybin 76525d5398 Cycles: persistent images option
This option enables keeping loaded images in the memory in-between
of rendering.

Implemented by keeping render engine alive for until Render structure
is being freed.

Cycles will free all data when render finishes, optionally keeping
image manager untouched. All shaders, meshes, objects will be
re-allocated next time rendering happens.

Cycles cession and scene will be re-created from scratch if render/
scene parameters were changed.

This will also allow to keep compiled OSL shaders in memory without
need to re-compile them again.

P.S. Performance panel could be cleaned up a bit, not so much happy
     with it's vertical alignment currently but not sure how to make
     it look better.

 P.P.S. Currently the only way to free images from the device is to
       disable Persistent Images option and start rendering.
2012-11-09 08:46:53 +00:00

215 lines
4.8 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.
*/
#ifndef __SCENE_H__
#define __SCENE_H__
#include "image.h"
#include "device_memory.h"
#include "kernel_types.h"
#include "util_attribute.h"
#include "util_param.h"
#include "util_string.h"
#include "util_thread.h"
#include "util_types.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class AttributeRequestSet;
class Background;
class Camera;
class Device;
class DeviceInfo;
class Film;
class Filter;
class Integrator;
class Light;
class LightManager;
class Mesh;
class MeshManager;
class Object;
class ObjectManager;
class ParticleSystemManager;
class ParticleSystem;
class Shader;
class ShaderManager;
class Progress;
/* Scene Device Data */
class DeviceScene {
public:
/* BVH */
device_vector<float4> bvh_nodes;
device_vector<uint> object_node;
device_vector<float4> tri_woop;
device_vector<uint> prim_visibility;
device_vector<uint> prim_index;
device_vector<uint> prim_object;
/* mesh */
device_vector<float4> tri_normal;
device_vector<float4> tri_vnormal;
device_vector<float4> tri_vindex;
device_vector<float4> tri_verts;
/* objects */
device_vector<float4> objects;
/* attributes */
device_vector<uint4> attributes_map;
device_vector<float> attributes_float;
device_vector<float4> attributes_float3;
/* lights */
device_vector<float4> light_distribution;
device_vector<float4> light_data;
device_vector<float2> light_background_marginal_cdf;
device_vector<float2> light_background_conditional_cdf;
/* particles */
device_vector<float4> particles;
/* shaders */
device_vector<uint4> svm_nodes;
device_vector<uint> shader_flag;
device_vector<uint> object_flag;
/* filter */
device_vector<float> filter_table;
/* integrator */
device_vector<uint> sobol_directions;
/* images */
device_vector<uchar4> tex_image[TEX_EXTENDED_NUM_IMAGES];
device_vector<float4> tex_float_image[TEX_EXTENDED_NUM_FLOAT_IMAGES];
/* opencl images */
device_vector<uchar4> tex_image_packed;
device_vector<uint4> tex_image_packed_info;
KernelData data;
};
/* Scene Parameters */
class SceneParams {
public:
enum { OSL, SVM } shadingsystem;
enum BVHType { BVH_DYNAMIC, BVH_STATIC } bvh_type;
bool use_bvh_cache;
bool use_bvh_spatial_split;
bool use_qbvh;
bool persistent_images;
SceneParams()
{
shadingsystem = SVM;
bvh_type = BVH_DYNAMIC;
use_bvh_cache = false;
use_bvh_spatial_split = false;
#ifdef __QBVH__
use_qbvh = true;
#else
use_qbvh = false;
#endif
}
bool modified(const SceneParams& params)
{ return !(shadingsystem == params.shadingsystem
&& bvh_type == params.bvh_type
&& use_bvh_cache == params.use_bvh_cache
&& use_bvh_spatial_split == params.use_bvh_spatial_split
&& use_qbvh == params.use_qbvh
&& persistent_images == params.persistent_images); }
};
/* Scene */
class Scene {
public:
/* data */
Camera *camera;
Filter *filter;
Film *film;
Background *background;
Integrator *integrator;
/* data lists */
vector<Object*> objects;
vector<Mesh*> meshes;
vector<Shader*> shaders;
vector<Light*> lights;
vector<ParticleSystem*> particle_systems;
/* data managers */
ImageManager *image_manager;
LightManager *light_manager;
ShaderManager *shader_manager;
MeshManager *mesh_manager;
ObjectManager *object_manager;
ParticleSystemManager *particle_system_manager;
/* default shaders */
int default_surface;
int default_light;
int default_background;
int default_holdout;
int default_empty;
/* device */
Device *device;
DeviceScene dscene;
/* parameters */
SceneParams params;
/* mutex must be locked manually by callers */
thread_mutex mutex;
Scene(const SceneParams& params, const DeviceInfo& device_info);
~Scene();
void device_update(Device *device, Progress& progress);
bool need_global_attribute(AttributeStandard std);
void need_global_attributes(AttributeRequestSet& attributes);
enum MotionType { MOTION_NONE = 0, MOTION_PASS, MOTION_BLUR };
MotionType need_motion(bool advanced_shading = true);
bool need_update();
bool need_reset();
void reset();
void device_free();
protected:
void free_memory(bool final);
};
CCL_NAMESPACE_END
#endif /* __SCENE_H__ */