blender/intern/cycles/render/scene.h
Sergey Sharybin 828abaf11c Cycles: Split BVH nodes storage into inner and leaf nodes
This way we can get rid of inefficient memory usage caused by BVH boundbox
part being unused by leaf nodes but still being allocated for them. Doing
such split allows to save 6 of float4 values for QBVH per leaf node and 3
of float4 values for regular BVH per leaf node.

This translates into following memory save using 01.01.01.G rendered
without hair:

                   Device memory size   Device memory peak   Global memory peak
Before the patch:  4957                 5051                 7668
With the patch:    4467                 4562                 7332

The measurements are done against current master. Still need to run speed tests
and it's hard to predict if it's faster or not: on the one hand leaf nodes are
now much more coherent in cache, on the other hand they're not so much coherent
with regular nodes anymore.

Reviewers: brecht, juicyfruit

Subscribers: venomgfx, eyecandy

Differential Revision: https://developer.blender.org/D1236
2015-04-20 17:29:51 +05:00

222 lines
5.0 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 __SCENE_H__
#define __SCENE_H__
#include "image.h"
#include "shader.h"
#include "device_memory.h"
#include "kernel_types.h"
#include "util_param.h"
#include "util_string.h"
#include "util_system.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 Integrator;
class Light;
class LightManager;
class LookupTables;
class Mesh;
class MeshManager;
class Object;
class ObjectManager;
class ParticleSystemManager;
class ParticleSystem;
class CurveSystemManager;
class Shader;
class ShaderManager;
class Progress;
class BakeManager;
class BakeData;
/* Scene Device Data */
class DeviceScene {
public:
/* BVH */
device_vector<float4> bvh_nodes;
device_vector<float4> bvh_leaf_nodes;
device_vector<uint> object_node;
device_vector<float4> tri_woop;
device_vector<uint> prim_type;
device_vector<uint> prim_visibility;
device_vector<uint> prim_index;
device_vector<uint> prim_object;
/* mesh */
device_vector<uint> tri_shader;
device_vector<float4> tri_vnormal;
device_vector<float4> tri_vindex;
device_vector<float4> tri_verts;
device_vector<float4> curves;
device_vector<float4> curve_keys;
/* objects */
device_vector<float4> objects;
device_vector<float4> objects_vector;
/* attributes */
device_vector<uint4> attributes_map;
device_vector<float> attributes_float;
device_vector<float4> attributes_float3;
device_vector<uchar4> attributes_uchar4;
/* 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;
/* lookup tables */
device_vector<float> lookup_table;
/* integrator */
device_vector<uint> sobol_directions;
/* cpu images */
device_vector<uchar4> tex_image[TEX_EXTENDED_NUM_IMAGES_CPU];
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:
ShadingSystem shadingsystem;
enum BVHType { BVH_DYNAMIC, BVH_STATIC } bvh_type;
bool use_bvh_cache;
bool use_bvh_spatial_split;
bool use_qbvh;
bool persistent_data;
SceneParams()
{
shadingsystem = SHADINGSYSTEM_SVM;
bvh_type = BVH_DYNAMIC;
use_bvh_cache = false;
use_bvh_spatial_split = false;
use_qbvh = false;
persistent_data = false;
}
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_data == params.persistent_data); }
};
/* Scene */
class Scene {
public:
/* data */
Camera *camera;
LookupTables *lookup_tables;
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;
CurveSystemManager *curve_system_manager;
BakeManager *bake_manager;
/* default shaders */
int default_surface;
int default_light;
int default_background;
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__ */