blender/intern/cycles/render/geometry.cpp
Patrick Mours bfb6fce659 Cycles: Add CPU+GPU rendering support with OptiX
Adds support for building multiple BVH types in order to support using both CPU and OptiX
devices for rendering simultaneously. Primitive packing for Embree and OptiX is now
standalone, so it only needs to be run once and can be shared between the two. Additionally,
BVH building was made a device call, so that each device backend can decide how to
perform the building. The multi-device for instance creates a special multi-BVH that holds
references to several sub-BVHs, one for each sub-device.

Reviewed By: brecht, kevindietrich

Differential Revision: https://developer.blender.org/D9718
2020-12-11 13:24:29 +01:00

1751 lines
55 KiB
C++

/*
* Copyright 2011-2020 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 "bvh/bvh.h"
#include "bvh/bvh2.h"
#include "device/device.h"
#include "render/attribute.h"
#include "render/camera.h"
#include "render/geometry.h"
#include "render/hair.h"
#include "render/light.h"
#include "render/mesh.h"
#include "render/nodes.h"
#include "render/object.h"
#include "render/scene.h"
#include "render/shader.h"
#include "render/stats.h"
#include "render/volume.h"
#include "subd/subd_patch_table.h"
#include "subd/subd_split.h"
#include "kernel/osl/osl_globals.h"
#include "util/util_foreach.h"
#include "util/util_logging.h"
#include "util/util_progress.h"
#include "util/util_task.h"
CCL_NAMESPACE_BEGIN
/* Geometry */
NODE_ABSTRACT_DEFINE(Geometry)
{
NodeType *type = NodeType::add("geometry_base", NULL);
SOCKET_UINT(motion_steps, "Motion Steps", 3);
SOCKET_BOOLEAN(use_motion_blur, "Use Motion Blur", false);
SOCKET_NODE_ARRAY(used_shaders, "Shaders", &Shader::node_type);
return type;
}
Geometry::Geometry(const NodeType *node_type, const Type type)
: Node(node_type), geometry_type(type), attributes(this, ATTR_PRIM_GEOMETRY)
{
need_update_rebuild = false;
transform_applied = false;
transform_negative_scaled = false;
transform_normal = transform_identity();
bounds = BoundBox::empty;
has_volume = false;
has_surface_bssrdf = false;
bvh = NULL;
attr_map_offset = 0;
optix_prim_offset = 0;
prim_offset = 0;
}
Geometry::~Geometry()
{
delete bvh;
}
void Geometry::clear(bool preserve_shaders)
{
if (!preserve_shaders)
used_shaders.clear();
transform_applied = false;
transform_negative_scaled = false;
transform_normal = transform_identity();
}
bool Geometry::need_attribute(Scene *scene, AttributeStandard std)
{
if (std == ATTR_STD_NONE)
return false;
if (scene->need_global_attribute(std))
return true;
foreach (Node *node, used_shaders) {
Shader *shader = static_cast<Shader *>(node);
if (shader->attributes.find(std))
return true;
}
return false;
}
bool Geometry::need_attribute(Scene * /*scene*/, ustring name)
{
if (name == ustring())
return false;
foreach (Node *node, used_shaders) {
Shader *shader = static_cast<Shader *>(node);
if (shader->attributes.find(name))
return true;
}
return false;
}
AttributeRequestSet Geometry::needed_attributes()
{
AttributeRequestSet result;
foreach (Node *node, used_shaders) {
Shader *shader = static_cast<Shader *>(node);
result.add(shader->attributes);
}
return result;
}
float Geometry::motion_time(int step) const
{
return (motion_steps > 1) ? 2.0f * step / (motion_steps - 1) - 1.0f : 0.0f;
}
int Geometry::motion_step(float time) const
{
if (motion_steps > 1) {
int attr_step = 0;
for (int step = 0; step < motion_steps; step++) {
float step_time = motion_time(step);
if (step_time == time) {
return attr_step;
}
/* Center step is stored in a separate attribute. */
if (step != motion_steps / 2) {
attr_step++;
}
}
}
return -1;
}
bool Geometry::need_build_bvh(BVHLayout layout) const
{
return is_instanced() || layout == BVH_LAYOUT_OPTIX || layout == BVH_LAYOUT_MULTI_OPTIX ||
layout == BVH_LAYOUT_MULTI_OPTIX_EMBREE;
}
bool Geometry::is_instanced() const
{
/* Currently we treat subsurface objects as instanced.
*
* While it might be not very optimal for ray traversal, it avoids having
* duplicated BVH in the memory, saving quite some space.
*/
return !transform_applied || has_surface_bssrdf;
}
bool Geometry::has_true_displacement() const
{
foreach (Node *node, used_shaders) {
Shader *shader = static_cast<Shader *>(node);
if (shader->has_displacement && shader->get_displacement_method() != DISPLACE_BUMP) {
return true;
}
}
return false;
}
void Geometry::compute_bvh(
Device *device, DeviceScene *dscene, SceneParams *params, Progress *progress, int n, int total)
{
if (progress->get_cancel())
return;
compute_bounds();
const BVHLayout bvh_layout = BVHParams::best_bvh_layout(params->bvh_layout,
device->get_bvh_layout_mask());
if (need_build_bvh(bvh_layout)) {
string msg = "Updating Geometry BVH ";
if (name.empty())
msg += string_printf("%u/%u", (uint)(n + 1), (uint)total);
else
msg += string_printf("%s %u/%u", name.c_str(), (uint)(n + 1), (uint)total);
Object object;
object.set_geometry(this);
vector<Geometry *> geometry;
geometry.push_back(this);
vector<Object *> objects;
objects.push_back(&object);
if (bvh && !need_update_rebuild) {
progress->set_status(msg, "Refitting BVH");
bvh->geometry = geometry;
bvh->objects = objects;
device->build_bvh(bvh, *progress, true);
}
else {
progress->set_status(msg, "Building BVH");
BVHParams bparams;
bparams.use_spatial_split = params->use_bvh_spatial_split;
bparams.bvh_layout = bvh_layout;
bparams.use_unaligned_nodes = dscene->data.bvh.have_curves &&
params->use_bvh_unaligned_nodes;
bparams.num_motion_triangle_steps = params->num_bvh_time_steps;
bparams.num_motion_curve_steps = params->num_bvh_time_steps;
bparams.bvh_type = params->bvh_type;
bparams.curve_subdivisions = params->curve_subdivisions();
delete bvh;
bvh = BVH::create(bparams, geometry, objects, device);
MEM_GUARDED_CALL(progress, device->build_bvh, bvh, *progress, false);
}
}
clear_modified();
need_update_rebuild = false;
}
bool Geometry::has_motion_blur() const
{
return (use_motion_blur && attributes.find(ATTR_STD_MOTION_VERTEX_POSITION));
}
bool Geometry::has_voxel_attributes() const
{
foreach (const Attribute &attr, attributes.attributes) {
if (attr.element == ATTR_ELEMENT_VOXEL) {
return true;
}
}
return false;
}
void Geometry::tag_update(Scene *scene, bool rebuild)
{
tag_modified();
if (rebuild) {
need_update_rebuild = true;
scene->light_manager->need_update = true;
}
else {
foreach (Node *node, used_shaders) {
Shader *shader = static_cast<Shader *>(node);
if (shader->has_surface_emission)
scene->light_manager->need_update = true;
}
}
scene->geometry_manager->need_update = true;
scene->object_manager->need_update = true;
}
/* Geometry Manager */
GeometryManager::GeometryManager()
{
need_update = true;
need_flags_update = true;
}
GeometryManager::~GeometryManager()
{
}
void GeometryManager::update_osl_attributes(Device *device,
Scene *scene,
vector<AttributeRequestSet> &geom_attributes)
{
#ifdef WITH_OSL
/* for OSL, a hash map is used to lookup the attribute by name. */
OSLGlobals *og = (OSLGlobals *)device->osl_memory();
og->object_name_map.clear();
og->attribute_map.clear();
og->object_names.clear();
og->attribute_map.resize(scene->objects.size() * ATTR_PRIM_TYPES);
for (size_t i = 0; i < scene->objects.size(); i++) {
/* set object name to object index map */
Object *object = scene->objects[i];
og->object_name_map[object->name] = i;
og->object_names.push_back(object->name);
/* set object attributes */
foreach (ParamValue &attr, object->attributes) {
OSLGlobals::Attribute osl_attr;
osl_attr.type = attr.type();
osl_attr.desc.element = ATTR_ELEMENT_OBJECT;
osl_attr.value = attr;
osl_attr.desc.offset = 0;
osl_attr.desc.flags = 0;
og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_GEOMETRY][attr.name()] = osl_attr;
og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][attr.name()] = osl_attr;
}
/* find geometry attributes */
size_t j = object->geometry->index;
assert(j < scene->geometry.size() && scene->geometry[j] == object->geometry);
AttributeRequestSet &attributes = geom_attributes[j];
/* set mesh attributes */
foreach (AttributeRequest &req, attributes.requests) {
OSLGlobals::Attribute osl_attr;
if (req.desc.element != ATTR_ELEMENT_NONE) {
osl_attr.desc = req.desc;
if (req.type == TypeDesc::TypeFloat)
osl_attr.type = TypeDesc::TypeFloat;
else if (req.type == TypeDesc::TypeMatrix)
osl_attr.type = TypeDesc::TypeMatrix;
else if (req.type == TypeFloat2)
osl_attr.type = TypeFloat2;
else if (req.type == TypeRGBA)
osl_attr.type = TypeRGBA;
else
osl_attr.type = TypeDesc::TypeColor;
if (req.std != ATTR_STD_NONE) {
/* if standard attribute, add lookup by geom: name convention */
ustring stdname(string("geom:") + string(Attribute::standard_name(req.std)));
og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_GEOMETRY][stdname] = osl_attr;
}
else if (req.name != ustring()) {
/* add lookup by geometry attribute name */
og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_GEOMETRY][req.name] = osl_attr;
}
}
if (req.subd_desc.element != ATTR_ELEMENT_NONE) {
osl_attr.desc = req.subd_desc;
if (req.subd_type == TypeDesc::TypeFloat)
osl_attr.type = TypeDesc::TypeFloat;
else if (req.subd_type == TypeDesc::TypeMatrix)
osl_attr.type = TypeDesc::TypeMatrix;
else if (req.subd_type == TypeFloat2)
osl_attr.type = TypeFloat2;
else if (req.subd_type == TypeRGBA)
osl_attr.type = TypeRGBA;
else
osl_attr.type = TypeDesc::TypeColor;
if (req.std != ATTR_STD_NONE) {
/* if standard attribute, add lookup by geom: name convention */
ustring stdname(string("geom:") + string(Attribute::standard_name(req.std)));
og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][stdname] = osl_attr;
}
else if (req.name != ustring()) {
/* add lookup by geometry attribute name */
og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][req.name] = osl_attr;
}
}
}
}
#else
(void)device;
(void)scene;
(void)geom_attributes;
#endif
}
/* Generate a normal attribute map entry from an attribute descriptor. */
static void emit_attribute_map_entry(
uint4 *attr_map, int index, uint id, TypeDesc type, const AttributeDescriptor &desc)
{
attr_map[index].x = id;
attr_map[index].y = desc.element;
attr_map[index].z = as_uint(desc.offset);
if (type == TypeDesc::TypeFloat)
attr_map[index].w = NODE_ATTR_FLOAT;
else if (type == TypeDesc::TypeMatrix)
attr_map[index].w = NODE_ATTR_MATRIX;
else if (type == TypeFloat2)
attr_map[index].w = NODE_ATTR_FLOAT2;
else if (type == TypeFloat4)
attr_map[index].w = NODE_ATTR_FLOAT4;
else if (type == TypeRGBA)
attr_map[index].w = NODE_ATTR_RGBA;
else
attr_map[index].w = NODE_ATTR_FLOAT3;
attr_map[index].w |= desc.flags << 8;
}
/* Generate an attribute map end marker, optionally including a link to another map.
* Links are used to connect object attribute maps to mesh attribute maps. */
static void emit_attribute_map_terminator(uint4 *attr_map, int index, bool chain, uint chain_link)
{
for (int j = 0; j < ATTR_PRIM_TYPES; j++) {
attr_map[index + j].x = ATTR_STD_NONE;
attr_map[index + j].y = chain; /* link is valid flag */
attr_map[index + j].z = chain ? chain_link + j : 0; /* link to the correct sub-entry */
attr_map[index + j].w = 0;
}
}
/* Generate all necessary attribute map entries from the attribute request. */
static void emit_attribute_mapping(
uint4 *attr_map, int index, Scene *scene, AttributeRequest &req, Geometry *geom)
{
uint id;
if (req.std == ATTR_STD_NONE)
id = scene->shader_manager->get_attribute_id(req.name);
else
id = scene->shader_manager->get_attribute_id(req.std);
emit_attribute_map_entry(attr_map, index, id, req.type, req.desc);
if (geom->is_mesh()) {
Mesh *mesh = static_cast<Mesh *>(geom);
if (mesh->get_num_subd_faces()) {
emit_attribute_map_entry(attr_map, index + 1, id, req.subd_type, req.subd_desc);
}
}
}
void GeometryManager::update_svm_attributes(Device *,
DeviceScene *dscene,
Scene *scene,
vector<AttributeRequestSet> &geom_attributes,
vector<AttributeRequestSet> &object_attributes)
{
/* for SVM, the attributes_map table is used to lookup the offset of an
* attribute, based on a unique shader attribute id. */
/* compute array stride */
int attr_map_size = 0;
for (size_t i = 0; i < scene->geometry.size(); i++) {
Geometry *geom = scene->geometry[i];
geom->attr_map_offset = attr_map_size;
attr_map_size += (geom_attributes[i].size() + 1) * ATTR_PRIM_TYPES;
}
for (size_t i = 0; i < scene->objects.size(); i++) {
Object *object = scene->objects[i];
/* only allocate a table for the object if it actually has attributes */
if (object_attributes[i].size() == 0) {
object->attr_map_offset = 0;
}
else {
object->attr_map_offset = attr_map_size;
attr_map_size += (object_attributes[i].size() + 1) * ATTR_PRIM_TYPES;
}
}
if (attr_map_size == 0)
return;
/* create attribute map */
uint4 *attr_map = dscene->attributes_map.alloc(attr_map_size);
memset(attr_map, 0, dscene->attributes_map.size() * sizeof(uint));
for (size_t i = 0; i < scene->geometry.size(); i++) {
Geometry *geom = scene->geometry[i];
AttributeRequestSet &attributes = geom_attributes[i];
/* set geometry attributes */
int index = geom->attr_map_offset;
foreach (AttributeRequest &req, attributes.requests) {
emit_attribute_mapping(attr_map, index, scene, req, geom);
index += ATTR_PRIM_TYPES;
}
emit_attribute_map_terminator(attr_map, index, false, 0);
}
for (size_t i = 0; i < scene->objects.size(); i++) {
Object *object = scene->objects[i];
AttributeRequestSet &attributes = object_attributes[i];
/* set object attributes */
if (attributes.size() > 0) {
int index = object->attr_map_offset;
foreach (AttributeRequest &req, attributes.requests) {
emit_attribute_mapping(attr_map, index, scene, req, object->geometry);
index += ATTR_PRIM_TYPES;
}
emit_attribute_map_terminator(attr_map, index, true, object->geometry->attr_map_offset);
}
}
/* copy to device */
dscene->attributes_map.copy_to_device();
}
static void update_attribute_element_size(Geometry *geom,
Attribute *mattr,
AttributePrimitive prim,
size_t *attr_float_size,
size_t *attr_float2_size,
size_t *attr_float3_size,
size_t *attr_uchar4_size)
{
if (mattr) {
size_t size = mattr->element_size(geom, prim);
if (mattr->element == ATTR_ELEMENT_VOXEL) {
/* pass */
}
else if (mattr->element == ATTR_ELEMENT_CORNER_BYTE) {
*attr_uchar4_size += size;
}
else if (mattr->type == TypeDesc::TypeFloat) {
*attr_float_size += size;
}
else if (mattr->type == TypeFloat2) {
*attr_float2_size += size;
}
else if (mattr->type == TypeDesc::TypeMatrix) {
*attr_float3_size += size * 4;
}
else {
*attr_float3_size += size;
}
}
}
void GeometryManager::update_attribute_element_offset(Geometry *geom,
device_vector<float> &attr_float,
size_t &attr_float_offset,
device_vector<float2> &attr_float2,
size_t &attr_float2_offset,
device_vector<float4> &attr_float3,
size_t &attr_float3_offset,
device_vector<uchar4> &attr_uchar4,
size_t &attr_uchar4_offset,
Attribute *mattr,
AttributePrimitive prim,
TypeDesc &type,
AttributeDescriptor &desc)
{
if (mattr) {
/* store element and type */
desc.element = mattr->element;
desc.flags = mattr->flags;
type = mattr->type;
/* store attribute data in arrays */
size_t size = mattr->element_size(geom, prim);
AttributeElement &element = desc.element;
int &offset = desc.offset;
if (mattr->element == ATTR_ELEMENT_VOXEL) {
/* store slot in offset value */
ImageHandle &handle = mattr->data_voxel();
offset = handle.svm_slot();
}
else if (mattr->element == ATTR_ELEMENT_CORNER_BYTE) {
uchar4 *data = mattr->data_uchar4();
offset = attr_uchar4_offset;
assert(attr_uchar4.size() >= offset + size);
for (size_t k = 0; k < size; k++) {
attr_uchar4[offset + k] = data[k];
}
attr_uchar4_offset += size;
}
else if (mattr->type == TypeDesc::TypeFloat) {
float *data = mattr->data_float();
offset = attr_float_offset;
assert(attr_float.size() >= offset + size);
for (size_t k = 0; k < size; k++) {
attr_float[offset + k] = data[k];
}
attr_float_offset += size;
}
else if (mattr->type == TypeFloat2) {
float2 *data = mattr->data_float2();
offset = attr_float2_offset;
assert(attr_float2.size() >= offset + size);
for (size_t k = 0; k < size; k++) {
attr_float2[offset + k] = data[k];
}
attr_float2_offset += size;
}
else if (mattr->type == TypeDesc::TypeMatrix) {
Transform *tfm = mattr->data_transform();
offset = attr_float3_offset;
assert(attr_float3.size() >= offset + size * 3);
for (size_t k = 0; k < size * 3; k++) {
attr_float3[offset + k] = (&tfm->x)[k];
}
attr_float3_offset += size * 3;
}
else {
float4 *data = mattr->data_float4();
offset = attr_float3_offset;
assert(attr_float3.size() >= offset + size);
for (size_t k = 0; k < size; k++) {
attr_float3[offset + k] = data[k];
}
attr_float3_offset += size;
}
/* mesh vertex/curve index is global, not per object, so we sneak
* a correction for that in here */
if (geom->is_mesh()) {
Mesh *mesh = static_cast<Mesh *>(geom);
if (mesh->subdivision_type == Mesh::SUBDIVISION_CATMULL_CLARK &&
desc.flags & ATTR_SUBDIVIDED) {
/* indices for subdivided attributes are retrieved
* from patch table so no need for correction here*/
}
else if (element == ATTR_ELEMENT_VERTEX)
offset -= mesh->vert_offset;
else if (element == ATTR_ELEMENT_VERTEX_MOTION)
offset -= mesh->vert_offset;
else if (element == ATTR_ELEMENT_FACE) {
if (prim == ATTR_PRIM_GEOMETRY)
offset -= mesh->prim_offset;
else
offset -= mesh->face_offset;
}
else if (element == ATTR_ELEMENT_CORNER || element == ATTR_ELEMENT_CORNER_BYTE) {
if (prim == ATTR_PRIM_GEOMETRY)
offset -= 3 * mesh->prim_offset;
else
offset -= mesh->corner_offset;
}
}
else if (geom->is_hair()) {
Hair *hair = static_cast<Hair *>(geom);
if (element == ATTR_ELEMENT_CURVE)
offset -= hair->prim_offset;
else if (element == ATTR_ELEMENT_CURVE_KEY)
offset -= hair->curvekey_offset;
else if (element == ATTR_ELEMENT_CURVE_KEY_MOTION)
offset -= hair->curvekey_offset;
}
}
else {
/* attribute not found */
desc.element = ATTR_ELEMENT_NONE;
desc.offset = 0;
}
}
void GeometryManager::device_update_attributes(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress)
{
progress.set_status("Updating Mesh", "Computing attributes");
/* gather per mesh requested attributes. as meshes may have multiple
* shaders assigned, this merges the requested attributes that have
* been set per shader by the shader manager */
vector<AttributeRequestSet> geom_attributes(scene->geometry.size());
for (size_t i = 0; i < scene->geometry.size(); i++) {
Geometry *geom = scene->geometry[i];
geom->index = i;
scene->need_global_attributes(geom_attributes[i]);
foreach (Node *node, geom->get_used_shaders()) {
Shader *shader = static_cast<Shader *>(node);
geom_attributes[i].add(shader->attributes);
}
}
/* convert object attributes to use the same data structures as geometry ones */
vector<AttributeRequestSet> object_attributes(scene->objects.size());
vector<AttributeSet> object_attribute_values;
object_attribute_values.reserve(scene->objects.size());
for (size_t i = 0; i < scene->objects.size(); i++) {
Object *object = scene->objects[i];
Geometry *geom = object->geometry;
size_t geom_idx = geom->index;
assert(geom_idx < scene->geometry.size() && scene->geometry[geom_idx] == geom);
object_attribute_values.push_back(AttributeSet(geom, ATTR_PRIM_GEOMETRY));
AttributeRequestSet &geom_requests = geom_attributes[geom_idx];
AttributeRequestSet &attributes = object_attributes[i];
AttributeSet &values = object_attribute_values[i];
for (size_t j = 0; j < object->attributes.size(); j++) {
ParamValue &param = object->attributes[j];
/* add attributes that are requested and not already handled by the mesh */
if (geom_requests.find(param.name()) && !geom->attributes.find(param.name())) {
attributes.add(param.name());
Attribute *attr = values.add(param.name(), param.type(), ATTR_ELEMENT_OBJECT);
assert(param.datasize() == attr->buffer.size());
memcpy(attr->buffer.data(), param.data(), param.datasize());
}
}
}
/* mesh attribute are stored in a single array per data type. here we fill
* those arrays, and set the offset and element type to create attribute
* maps next */
/* Pre-allocate attributes to avoid arrays re-allocation which would
* take 2x of overall attribute memory usage.
*/
size_t attr_float_size = 0;
size_t attr_float2_size = 0;
size_t attr_float3_size = 0;
size_t attr_uchar4_size = 0;
for (size_t i = 0; i < scene->geometry.size(); i++) {
Geometry *geom = scene->geometry[i];
AttributeRequestSet &attributes = geom_attributes[i];
foreach (AttributeRequest &req, attributes.requests) {
Attribute *attr = geom->attributes.find(req);
update_attribute_element_size(geom,
attr,
ATTR_PRIM_GEOMETRY,
&attr_float_size,
&attr_float2_size,
&attr_float3_size,
&attr_uchar4_size);
if (geom->is_mesh()) {
Mesh *mesh = static_cast<Mesh *>(geom);
Attribute *subd_attr = mesh->subd_attributes.find(req);
update_attribute_element_size(mesh,
subd_attr,
ATTR_PRIM_SUBD,
&attr_float_size,
&attr_float2_size,
&attr_float3_size,
&attr_uchar4_size);
}
}
}
for (size_t i = 0; i < scene->objects.size(); i++) {
Object *object = scene->objects[i];
foreach (Attribute &attr, object_attribute_values[i].attributes) {
update_attribute_element_size(object->geometry,
&attr,
ATTR_PRIM_GEOMETRY,
&attr_float_size,
&attr_float2_size,
&attr_float3_size,
&attr_uchar4_size);
}
}
dscene->attributes_float.alloc(attr_float_size);
dscene->attributes_float2.alloc(attr_float2_size);
dscene->attributes_float3.alloc(attr_float3_size);
dscene->attributes_uchar4.alloc(attr_uchar4_size);
size_t attr_float_offset = 0;
size_t attr_float2_offset = 0;
size_t attr_float3_offset = 0;
size_t attr_uchar4_offset = 0;
/* Fill in attributes. */
for (size_t i = 0; i < scene->geometry.size(); i++) {
Geometry *geom = scene->geometry[i];
AttributeRequestSet &attributes = geom_attributes[i];
/* todo: we now store std and name attributes from requests even if
* they actually refer to the same mesh attributes, optimize */
foreach (AttributeRequest &req, attributes.requests) {
Attribute *attr = geom->attributes.find(req);
update_attribute_element_offset(geom,
dscene->attributes_float,
attr_float_offset,
dscene->attributes_float2,
attr_float2_offset,
dscene->attributes_float3,
attr_float3_offset,
dscene->attributes_uchar4,
attr_uchar4_offset,
attr,
ATTR_PRIM_GEOMETRY,
req.type,
req.desc);
if (geom->is_mesh()) {
Mesh *mesh = static_cast<Mesh *>(geom);
Attribute *subd_attr = mesh->subd_attributes.find(req);
update_attribute_element_offset(mesh,
dscene->attributes_float,
attr_float_offset,
dscene->attributes_float2,
attr_float2_offset,
dscene->attributes_float3,
attr_float3_offset,
dscene->attributes_uchar4,
attr_uchar4_offset,
subd_attr,
ATTR_PRIM_SUBD,
req.subd_type,
req.subd_desc);
}
if (progress.get_cancel())
return;
}
}
for (size_t i = 0; i < scene->objects.size(); i++) {
Object *object = scene->objects[i];
AttributeRequestSet &attributes = object_attributes[i];
AttributeSet &values = object_attribute_values[i];
foreach (AttributeRequest &req, attributes.requests) {
Attribute *attr = values.find(req);
update_attribute_element_offset(object->geometry,
dscene->attributes_float,
attr_float_offset,
dscene->attributes_float2,
attr_float2_offset,
dscene->attributes_float3,
attr_float3_offset,
dscene->attributes_uchar4,
attr_uchar4_offset,
attr,
ATTR_PRIM_GEOMETRY,
req.type,
req.desc);
/* object attributes don't care about subdivision */
req.subd_type = req.type;
req.subd_desc = req.desc;
if (progress.get_cancel())
return;
}
}
/* create attribute lookup maps */
if (scene->shader_manager->use_osl())
update_osl_attributes(device, scene, geom_attributes);
update_svm_attributes(device, dscene, scene, geom_attributes, object_attributes);
if (progress.get_cancel())
return;
/* copy to device */
progress.set_status("Updating Mesh", "Copying Attributes to device");
if (dscene->attributes_float.size()) {
dscene->attributes_float.copy_to_device();
}
if (dscene->attributes_float2.size()) {
dscene->attributes_float2.copy_to_device();
}
if (dscene->attributes_float3.size()) {
dscene->attributes_float3.copy_to_device();
}
if (dscene->attributes_uchar4.size()) {
dscene->attributes_uchar4.copy_to_device();
}
if (progress.get_cancel())
return;
/* After mesh attributes and patch tables have been copied to device memory,
* we need to update offsets in the objects. */
scene->object_manager->device_update_mesh_offsets(device, dscene, scene);
}
void GeometryManager::mesh_calc_offset(Scene *scene)
{
size_t vert_size = 0;
size_t tri_size = 0;
size_t curve_key_size = 0;
size_t curve_size = 0;
size_t patch_size = 0;
size_t face_size = 0;
size_t corner_size = 0;
size_t optix_prim_size = 0;
foreach (Geometry *geom, scene->geometry) {
if (geom->geometry_type == Geometry::MESH || geom->geometry_type == Geometry::VOLUME) {
Mesh *mesh = static_cast<Mesh *>(geom);
mesh->vert_offset = vert_size;
mesh->prim_offset = tri_size;
mesh->patch_offset = patch_size;
mesh->face_offset = face_size;
mesh->corner_offset = corner_size;
vert_size += mesh->verts.size();
tri_size += mesh->num_triangles();
if (mesh->get_num_subd_faces()) {
Mesh::SubdFace last = mesh->get_subd_face(mesh->get_num_subd_faces() - 1);
patch_size += (last.ptex_offset + last.num_ptex_faces()) * 8;
/* patch tables are stored in same array so include them in patch_size */
if (mesh->patch_table) {
mesh->patch_table_offset = patch_size;
patch_size += mesh->patch_table->total_size();
}
}
face_size += mesh->get_num_subd_faces();
corner_size += mesh->subd_face_corners.size();
mesh->optix_prim_offset = optix_prim_size;
optix_prim_size += mesh->num_triangles();
}
else if (geom->is_hair()) {
Hair *hair = static_cast<Hair *>(geom);
hair->curvekey_offset = curve_key_size;
hair->prim_offset = curve_size;
curve_key_size += hair->get_curve_keys().size();
curve_size += hair->num_curves();
hair->optix_prim_offset = optix_prim_size;
optix_prim_size += hair->num_segments();
}
}
}
void GeometryManager::device_update_mesh(
Device *, DeviceScene *dscene, Scene *scene, bool for_displacement, Progress &progress)
{
/* Count. */
size_t vert_size = 0;
size_t tri_size = 0;
size_t curve_key_size = 0;
size_t curve_size = 0;
size_t patch_size = 0;
foreach (Geometry *geom, scene->geometry) {
if (geom->geometry_type == Geometry::MESH || geom->geometry_type == Geometry::VOLUME) {
Mesh *mesh = static_cast<Mesh *>(geom);
vert_size += mesh->verts.size();
tri_size += mesh->num_triangles();
if (mesh->get_num_subd_faces()) {
Mesh::SubdFace last = mesh->get_subd_face(mesh->get_num_subd_faces() - 1);
patch_size += (last.ptex_offset + last.num_ptex_faces()) * 8;
/* patch tables are stored in same array so include them in patch_size */
if (mesh->patch_table) {
mesh->patch_table_offset = patch_size;
patch_size += mesh->patch_table->total_size();
}
}
}
else if (geom->is_hair()) {
Hair *hair = static_cast<Hair *>(geom);
curve_key_size += hair->get_curve_keys().size();
curve_size += hair->num_curves();
}
}
/* Create mapping from triangle to primitive triangle array. */
vector<uint> tri_prim_index(tri_size);
if (for_displacement) {
/* For displacement kernels we do some trickery to make them believe
* we've got all required data ready. However, that data is different
* from final render kernels since we don't have BVH yet, so can't
* really use same semantic of arrays.
*/
foreach (Geometry *geom, scene->geometry) {
if (geom->geometry_type == Geometry::MESH || geom->geometry_type == Geometry::VOLUME) {
Mesh *mesh = static_cast<Mesh *>(geom);
for (size_t i = 0; i < mesh->num_triangles(); ++i) {
tri_prim_index[i + mesh->prim_offset] = 3 * (i + mesh->prim_offset);
}
}
}
}
else {
for (size_t i = 0; i < dscene->prim_index.size(); ++i) {
if ((dscene->prim_type[i] & PRIMITIVE_ALL_TRIANGLE) != 0) {
tri_prim_index[dscene->prim_index[i]] = dscene->prim_tri_index[i];
}
}
}
/* Fill in all the arrays. */
if (tri_size != 0) {
/* normals */
progress.set_status("Updating Mesh", "Computing normals");
uint *tri_shader = dscene->tri_shader.alloc(tri_size);
float4 *vnormal = dscene->tri_vnormal.alloc(vert_size);
uint4 *tri_vindex = dscene->tri_vindex.alloc(tri_size);
uint *tri_patch = dscene->tri_patch.alloc(tri_size);
float2 *tri_patch_uv = dscene->tri_patch_uv.alloc(vert_size);
foreach (Geometry *geom, scene->geometry) {
if (geom->geometry_type == Geometry::MESH || geom->geometry_type == Geometry::VOLUME) {
Mesh *mesh = static_cast<Mesh *>(geom);
mesh->pack_shaders(scene, &tri_shader[mesh->prim_offset]);
mesh->pack_normals(&vnormal[mesh->vert_offset]);
mesh->pack_verts(tri_prim_index,
&tri_vindex[mesh->prim_offset],
&tri_patch[mesh->prim_offset],
&tri_patch_uv[mesh->vert_offset],
mesh->vert_offset,
mesh->prim_offset);
if (progress.get_cancel())
return;
}
}
/* vertex coordinates */
progress.set_status("Updating Mesh", "Copying Mesh to device");
dscene->tri_shader.copy_to_device();
dscene->tri_vnormal.copy_to_device();
dscene->tri_vindex.copy_to_device();
dscene->tri_patch.copy_to_device();
dscene->tri_patch_uv.copy_to_device();
}
if (curve_size != 0) {
progress.set_status("Updating Mesh", "Copying Strands to device");
float4 *curve_keys = dscene->curve_keys.alloc(curve_key_size);
float4 *curves = dscene->curves.alloc(curve_size);
foreach (Geometry *geom, scene->geometry) {
if (geom->is_hair()) {
Hair *hair = static_cast<Hair *>(geom);
hair->pack_curves(scene,
&curve_keys[hair->curvekey_offset],
&curves[hair->prim_offset],
hair->curvekey_offset);
if (progress.get_cancel())
return;
}
}
dscene->curve_keys.copy_to_device();
dscene->curves.copy_to_device();
}
if (patch_size != 0) {
progress.set_status("Updating Mesh", "Copying Patches to device");
uint *patch_data = dscene->patches.alloc(patch_size);
foreach (Geometry *geom, scene->geometry) {
if (geom->is_mesh()) {
Mesh *mesh = static_cast<Mesh *>(geom);
mesh->pack_patches(&patch_data[mesh->patch_offset],
mesh->vert_offset,
mesh->face_offset,
mesh->corner_offset);
if (mesh->patch_table) {
mesh->patch_table->copy_adjusting_offsets(&patch_data[mesh->patch_table_offset],
mesh->patch_table_offset);
}
if (progress.get_cancel())
return;
}
}
dscene->patches.copy_to_device();
}
if (for_displacement) {
float4 *prim_tri_verts = dscene->prim_tri_verts.alloc(tri_size * 3);
foreach (Geometry *geom, scene->geometry) {
if (geom->geometry_type == Geometry::MESH || geom->geometry_type == Geometry::VOLUME) {
Mesh *mesh = static_cast<Mesh *>(geom);
for (size_t i = 0; i < mesh->num_triangles(); ++i) {
Mesh::Triangle t = mesh->get_triangle(i);
size_t offset = 3 * (i + mesh->prim_offset);
prim_tri_verts[offset + 0] = float3_to_float4(mesh->verts[t.v[0]]);
prim_tri_verts[offset + 1] = float3_to_float4(mesh->verts[t.v[1]]);
prim_tri_verts[offset + 2] = float3_to_float4(mesh->verts[t.v[2]]);
}
}
}
dscene->prim_tri_verts.copy_to_device();
}
}
void GeometryManager::device_update_bvh(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress)
{
/* bvh build */
progress.set_status("Updating Scene BVH", "Building");
BVHParams bparams;
bparams.top_level = true;
bparams.bvh_layout = BVHParams::best_bvh_layout(scene->params.bvh_layout,
device->get_bvh_layout_mask());
bparams.use_spatial_split = scene->params.use_bvh_spatial_split;
bparams.use_unaligned_nodes = dscene->data.bvh.have_curves &&
scene->params.use_bvh_unaligned_nodes;
bparams.num_motion_triangle_steps = scene->params.num_bvh_time_steps;
bparams.num_motion_curve_steps = scene->params.num_bvh_time_steps;
bparams.bvh_type = scene->params.bvh_type;
bparams.curve_subdivisions = scene->params.curve_subdivisions();
VLOG(1) << "Using " << bvh_layout_name(bparams.bvh_layout) << " layout.";
delete scene->bvh;
BVH *bvh = scene->bvh = BVH::create(bparams, scene->geometry, scene->objects, device);
device->build_bvh(bvh, progress, false);
if (progress.get_cancel()) {
return;
}
PackedBVH pack;
if (bparams.bvh_layout == BVH_LAYOUT_BVH2) {
pack = std::move(static_cast<BVH2 *>(bvh)->pack);
}
else {
progress.set_status("Updating Scene BVH", "Packing BVH primitives");
size_t num_prims = 0;
size_t num_tri_verts = 0;
foreach (Geometry *geom, scene->geometry) {
if (geom->geometry_type == Geometry::MESH || geom->geometry_type == Geometry::VOLUME) {
Mesh *mesh = static_cast<Mesh *>(geom);
num_prims += mesh->num_triangles();
num_tri_verts += 3 * mesh->num_triangles();
}
else if (geom->is_hair()) {
Hair *hair = static_cast<Hair *>(geom);
num_prims += hair->num_segments();
}
}
pack.root_index = -1;
pack.prim_tri_index.reserve(num_prims);
pack.prim_tri_verts.reserve(num_tri_verts);
pack.prim_type.reserve(num_prims);
pack.prim_index.reserve(num_prims);
pack.prim_object.reserve(num_prims);
pack.prim_visibility.reserve(num_prims);
// Merge visibility flags of all objects and find object index for non-instanced geometry
unordered_map<const Geometry *, pair<int, uint>> geometry_to_object_info;
geometry_to_object_info.reserve(scene->geometry.size());
foreach (Object *ob, scene->objects) {
const Geometry *const geom = ob->get_geometry();
pair<int, uint> &info = geometry_to_object_info[geom];
info.second |= ob->visibility_for_tracing();
if (!geom->is_instanced()) {
info.first = ob->get_device_index();
}
}
// Iterate over scene mesh list instead of objects, since 'optix_prim_offset' was calculated
// based on that list, which may be ordered differently from the object list.
foreach (Geometry *geom, scene->geometry) {
const pair<int, uint> &info = geometry_to_object_info[geom];
geom->pack_primitives(pack, info.first, info.second);
}
}
/* copy to device */
progress.set_status("Updating Scene BVH", "Copying BVH to device");
if (pack.nodes.size()) {
dscene->bvh_nodes.steal_data(pack.nodes);
dscene->bvh_nodes.copy_to_device();
}
if (pack.leaf_nodes.size()) {
dscene->bvh_leaf_nodes.steal_data(pack.leaf_nodes);
dscene->bvh_leaf_nodes.copy_to_device();
}
if (pack.object_node.size()) {
dscene->object_node.steal_data(pack.object_node);
dscene->object_node.copy_to_device();
}
if (pack.prim_tri_index.size()) {
dscene->prim_tri_index.steal_data(pack.prim_tri_index);
dscene->prim_tri_index.copy_to_device();
}
if (pack.prim_tri_verts.size()) {
dscene->prim_tri_verts.steal_data(pack.prim_tri_verts);
dscene->prim_tri_verts.copy_to_device();
}
if (pack.prim_type.size()) {
dscene->prim_type.steal_data(pack.prim_type);
dscene->prim_type.copy_to_device();
}
if (pack.prim_visibility.size()) {
dscene->prim_visibility.steal_data(pack.prim_visibility);
dscene->prim_visibility.copy_to_device();
}
if (pack.prim_index.size()) {
dscene->prim_index.steal_data(pack.prim_index);
dscene->prim_index.copy_to_device();
}
if (pack.prim_object.size()) {
dscene->prim_object.steal_data(pack.prim_object);
dscene->prim_object.copy_to_device();
}
if (pack.prim_time.size()) {
dscene->prim_time.steal_data(pack.prim_time);
dscene->prim_time.copy_to_device();
}
dscene->data.bvh.root = pack.root_index;
dscene->data.bvh.bvh_layout = bparams.bvh_layout;
dscene->data.bvh.use_bvh_steps = (scene->params.num_bvh_time_steps != 0);
dscene->data.bvh.curve_subdivisions = scene->params.curve_subdivisions();
/* The scene handle is set in 'CPUDevice::const_copy_to' and 'OptiXDevice::const_copy_to' */
dscene->data.bvh.scene = NULL;
}
void GeometryManager::device_update_preprocess(Device *device, Scene *scene, Progress &progress)
{
if (!need_update && !need_flags_update) {
return;
}
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->geometry.times.add_entry({"device_update_preprocess", time});
}
});
progress.set_status("Updating Meshes Flags");
/* Update flags. */
bool volume_images_updated = false;
foreach (Geometry *geom, scene->geometry) {
geom->has_volume = false;
foreach (Node *node, geom->get_used_shaders()) {
Shader *shader = static_cast<Shader *>(node);
if (shader->has_volume) {
geom->has_volume = true;
}
if (shader->has_surface_bssrdf) {
geom->has_surface_bssrdf = true;
}
}
/* Re-create volume mesh if we will rebuild or refit the BVH. Note we
* should only do it in that case, otherwise the BVH and mesh can go
* out of sync. */
if (geom->is_modified() && geom->geometry_type == Geometry::VOLUME) {
/* Create volume meshes if there is voxel data. */
if (!volume_images_updated) {
progress.set_status("Updating Meshes Volume Bounds");
device_update_volume_images(device, scene, progress);
volume_images_updated = true;
}
Volume *volume = static_cast<Volume *>(geom);
create_volume_mesh(volume, progress);
}
if (geom->is_hair()) {
/* Set curve shape, still a global scene setting for now. */
Hair *hair = static_cast<Hair *>(geom);
hair->curve_shape = scene->params.hair_shape;
}
}
need_flags_update = false;
}
void GeometryManager::device_update_displacement_images(Device *device,
Scene *scene,
Progress &progress)
{
progress.set_status("Updating Displacement Images");
TaskPool pool;
ImageManager *image_manager = scene->image_manager;
set<int> bump_images;
foreach (Geometry *geom, scene->geometry) {
if (geom->is_modified()) {
foreach (Node *node, geom->get_used_shaders()) {
Shader *shader = static_cast<Shader *>(node);
if (!shader->has_displacement || shader->get_displacement_method() == DISPLACE_BUMP) {
continue;
}
foreach (ShaderNode *node, shader->graph->nodes) {
if (node->special_type != SHADER_SPECIAL_TYPE_IMAGE_SLOT) {
continue;
}
ImageSlotTextureNode *image_node = static_cast<ImageSlotTextureNode *>(node);
for (int i = 0; i < image_node->handle.num_tiles(); i++) {
const int slot = image_node->handle.svm_slot(i);
if (slot != -1) {
bump_images.insert(slot);
}
}
}
}
}
}
foreach (int slot, bump_images) {
pool.push(function_bind(
&ImageManager::device_update_slot, image_manager, device, scene, slot, &progress));
}
pool.wait_work();
}
void GeometryManager::device_update_volume_images(Device *device, Scene *scene, Progress &progress)
{
progress.set_status("Updating Volume Images");
TaskPool pool;
ImageManager *image_manager = scene->image_manager;
set<int> volume_images;
foreach (Geometry *geom, scene->geometry) {
if (!geom->is_modified()) {
continue;
}
foreach (Attribute &attr, geom->attributes.attributes) {
if (attr.element != ATTR_ELEMENT_VOXEL) {
continue;
}
ImageHandle &handle = attr.data_voxel();
/* We can build directly from OpenVDB data structures, no need to
* load such images early. */
if (!handle.vdb_loader()) {
const int slot = handle.svm_slot();
if (slot != -1) {
volume_images.insert(slot);
}
}
}
}
foreach (int slot, volume_images) {
pool.push(function_bind(
&ImageManager::device_update_slot, image_manager, device, scene, slot, &progress));
}
pool.wait_work();
}
void GeometryManager::device_update(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress)
{
if (!need_update)
return;
VLOG(1) << "Total " << scene->geometry.size() << " meshes.";
bool true_displacement_used = false;
size_t total_tess_needed = 0;
{
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->geometry.times.add_entry({"device_update (normals)", time});
}
});
foreach (Geometry *geom, scene->geometry) {
foreach (Node *node, geom->get_used_shaders()) {
Shader *shader = static_cast<Shader *>(node);
if (shader->need_update_geometry)
geom->tag_modified();
}
if (geom->is_modified() &&
(geom->geometry_type == Geometry::MESH || geom->geometry_type == Geometry::VOLUME)) {
Mesh *mesh = static_cast<Mesh *>(geom);
/* Update normals. */
mesh->add_face_normals();
mesh->add_vertex_normals();
if (mesh->need_attribute(scene, ATTR_STD_POSITION_UNDISPLACED)) {
mesh->add_undisplaced();
}
/* Test if we need tessellation. */
if (mesh->need_tesselation()) {
total_tess_needed++;
}
/* Test if we need displacement. */
if (mesh->has_true_displacement()) {
true_displacement_used = true;
}
if (progress.get_cancel()) {
return;
}
}
}
}
if (progress.get_cancel()) {
return;
}
/* Tessellate meshes that are using subdivision */
if (total_tess_needed) {
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->geometry.times.add_entry(
{"device_update (adaptive subdivision)", time});
}
});
Camera *dicing_camera = scene->dicing_camera;
dicing_camera->set_screen_size_and_resolution(
dicing_camera->get_full_width(), dicing_camera->get_full_height(), 1);
dicing_camera->update(scene);
size_t i = 0;
foreach (Geometry *geom, scene->geometry) {
if (!(geom->is_modified() && geom->is_mesh())) {
continue;
}
Mesh *mesh = static_cast<Mesh *>(geom);
if (mesh->need_tesselation()) {
string msg = "Tessellating ";
if (mesh->name == "")
msg += string_printf("%u/%u", (uint)(i + 1), (uint)total_tess_needed);
else
msg += string_printf(
"%s %u/%u", mesh->name.c_str(), (uint)(i + 1), (uint)total_tess_needed);
progress.set_status("Updating Mesh", msg);
mesh->subd_params->camera = dicing_camera;
DiagSplit dsplit(*mesh->subd_params);
mesh->tessellate(&dsplit);
i++;
if (progress.get_cancel()) {
return;
}
}
}
if (progress.get_cancel()) {
return;
}
}
/* Update images needed for true displacement. */
bool old_need_object_flags_update = false;
if (true_displacement_used) {
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->geometry.times.add_entry(
{"device_update (displacement: load images)", time});
}
});
device_update_displacement_images(device, scene, progress);
old_need_object_flags_update = scene->object_manager->need_flags_update;
scene->object_manager->device_update_flags(device, dscene, scene, progress, false);
}
/* Device update. */
device_free(device, dscene);
mesh_calc_offset(scene);
if (true_displacement_used) {
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->geometry.times.add_entry(
{"device_update (displacement: copy meshes to device)", time});
}
});
device_update_mesh(device, dscene, scene, true, progress);
}
if (progress.get_cancel()) {
return;
}
{
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->geometry.times.add_entry({"device_update (attributes)", time});
}
});
device_update_attributes(device, dscene, scene, progress);
if (progress.get_cancel()) {
return;
}
}
/* Update displacement. */
BVHLayout bvh_layout = BVHParams::best_bvh_layout(scene->params.bvh_layout,
device->get_bvh_layout_mask());
bool displacement_done = false;
size_t num_bvh = 0;
{
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->geometry.times.add_entry({"device_update (displacement)", time});
}
});
foreach (Geometry *geom, scene->geometry) {
if (geom->is_modified()) {
if (geom->is_mesh()) {
Mesh *mesh = static_cast<Mesh *>(geom);
if (displace(device, dscene, scene, mesh, progress)) {
displacement_done = true;
}
}
if (geom->need_build_bvh(bvh_layout)) {
num_bvh++;
}
}
if (progress.get_cancel()) {
return;
}
}
}
if (progress.get_cancel()) {
return;
}
/* Device re-update after displacement. */
if (displacement_done) {
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->geometry.times.add_entry(
{"device_update (displacement: attributes)", time});
}
});
device_free(device, dscene);
device_update_attributes(device, dscene, scene, progress);
if (progress.get_cancel()) {
return;
}
}
{
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->geometry.times.add_entry({"device_update (build object BVHs)", time});
}
});
TaskPool pool;
size_t i = 0;
foreach (Geometry *geom, scene->geometry) {
if (geom->is_modified()) {
pool.push(function_bind(
&Geometry::compute_bvh, geom, device, dscene, &scene->params, &progress, i, num_bvh));
if (geom->need_build_bvh(bvh_layout)) {
i++;
}
}
}
TaskPool::Summary summary;
pool.wait_work(&summary);
VLOG(2) << "Objects BVH build pool statistics:\n" << summary.full_report();
}
foreach (Shader *shader, scene->shaders) {
shader->need_update_geometry = false;
}
Scene::MotionType need_motion = scene->need_motion();
bool motion_blur = need_motion == Scene::MOTION_BLUR;
/* Update objects. */
{
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->geometry.times.add_entry({"device_update (compute bounds)", time});
}
});
vector<Object *> volume_objects;
foreach (Object *object, scene->objects) {
object->compute_bounds(motion_blur);
}
}
if (progress.get_cancel()) {
return;
}
{
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->geometry.times.add_entry({"device_update (build scene BVH)", time});
}
});
device_update_bvh(device, dscene, scene, progress);
if (progress.get_cancel()) {
return;
}
}
{
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->geometry.times.add_entry(
{"device_update (copy meshes to device)", time});
}
});
device_update_mesh(device, dscene, scene, false, progress);
if (progress.get_cancel()) {
return;
}
}
need_update = false;
if (true_displacement_used) {
/* Re-tag flags for update, so they're re-evaluated
* for meshes with correct bounding boxes.
*
* This wouldn't cause wrong results, just true
* displacement might be less optimal ot calculate.
*/
scene->object_manager->need_flags_update = old_need_object_flags_update;
}
}
void GeometryManager::device_free(Device *device, DeviceScene *dscene)
{
dscene->bvh_nodes.free();
dscene->bvh_leaf_nodes.free();
dscene->object_node.free();
dscene->prim_tri_verts.free();
dscene->prim_tri_index.free();
dscene->prim_type.free();
dscene->prim_visibility.free();
dscene->prim_index.free();
dscene->prim_object.free();
dscene->prim_time.free();
dscene->tri_shader.free();
dscene->tri_vnormal.free();
dscene->tri_vindex.free();
dscene->tri_patch.free();
dscene->tri_patch_uv.free();
dscene->curves.free();
dscene->curve_keys.free();
dscene->patches.free();
dscene->attributes_map.free();
dscene->attributes_float.free();
dscene->attributes_float2.free();
dscene->attributes_float3.free();
dscene->attributes_uchar4.free();
/* Signal for shaders like displacement not to do ray tracing. */
dscene->data.bvh.bvh_layout = BVH_LAYOUT_NONE;
#ifdef WITH_OSL
OSLGlobals *og = (OSLGlobals *)device->osl_memory();
if (og) {
og->object_name_map.clear();
og->attribute_map.clear();
og->object_names.clear();
}
#else
(void)device;
#endif
}
void GeometryManager::tag_update(Scene *scene)
{
need_update = true;
scene->object_manager->need_update = true;
}
void GeometryManager::collect_statistics(const Scene *scene, RenderStats *stats)
{
foreach (Geometry *geometry, scene->geometry) {
stats->mesh.geometry.add_entry(
NamedSizeEntry(string(geometry->name.c_str()), geometry->get_total_size_in_bytes()));
}
}
CCL_NAMESPACE_END