blender/intern/cycles/bvh/bvh_build.h
Sergey Sharybin 68478aea01 Cycles: Avoid having duplication of BVH arrays during build
Previous idea behind having vector during building and array for actual storage
was needed in order to minimize amount of re-allocations happening during the
build, but it lead to double memory overhead used by those arrays at the vector
to array conversion stage.

Issue with such approach was that for BVH without spatial split size of arrays
is known in advance and it never changes, which made vector to array conversion
totally redundant.

Also after testing with several rather complex from spatial split scenes (such
as trees) it seems even conservative approach of reallocation (when we perform
re-allocation when leaf does not fit into the memory) doesn't give measurable
difference in time.

This makes it so we can switch to array, which will avoid unneeded memory
re-allocations when spatial split is disabled without harming other cases.

it's a bit difficult to measure exact benefit of this change on our production
files here, but depending on the scene it might give quite reasonable memory
save.
2015-06-28 18:15:25 +02:00

127 lines
3.3 KiB
C++

/*
* Adapted from code copyright 2009-2010 NVIDIA Corporation
* Modifications Copyright 2011, 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 __BVH_BUILD_H__
#define __BVH_BUILD_H__
#include <float.h>
#include "bvh.h"
#include "bvh_binning.h"
#include "util_boundbox.h"
#include "util_task.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class BVHBuildTask;
class BVHParams;
class InnerNode;
class Mesh;
class Object;
class Progress;
/* BVH Builder */
class BVHBuild
{
public:
/* Constructor/Destructor */
BVHBuild(const vector<Object*>& objects,
array<int>& prim_type,
array<int>& prim_index,
array<int>& prim_object,
const BVHParams& params,
Progress& progress);
~BVHBuild();
BVHNode *run();
protected:
friend class BVHMixedSplit;
friend class BVHObjectSplit;
friend class BVHSpatialSplit;
friend class BVHBuildTask;
/* adding references */
void add_reference_mesh(BoundBox& root, BoundBox& center, Mesh *mesh, int i);
void add_reference_object(BoundBox& root, BoundBox& center, Object *ob, int i);
void add_references(BVHRange& root);
/* building */
BVHNode *build_node(const BVHRange& range, int level);
BVHNode *build_node(const BVHObjectBinning& range, int level);
BVHNode *create_leaf_node(const BVHRange& range);
BVHNode *create_object_leaf_nodes(const BVHReference *ref, int start, int num);
/* Leaf node type splitting. */
BVHNode *create_primitive_leaf_node(const int *p_type,
const int *p_index,
const int *p_object,
const BoundBox& bounds,
uint visibility,
int start,
int nun);
bool range_within_max_leaf_size(const BVHRange& range);
/* threads */
enum { THREAD_TASK_SIZE = 4096 };
void thread_build_node(InnerNode *node, int child, BVHObjectBinning *range, int level);
thread_mutex build_mutex;
/* progress */
void progress_update();
/* tree rotations */
void rotate(BVHNode *node, int max_depth);
void rotate(BVHNode *node, int max_depth, int iterations);
/* objects and primitive references */
vector<Object*> objects;
vector<BVHReference> references;
int num_original_references;
/* output primitive indexes and objects */
array<int>& prim_type;
array<int>& prim_index;
array<int>& prim_object;
/* build parameters */
BVHParams params;
/* progress reporting */
Progress& progress;
double progress_start_time;
size_t progress_count;
size_t progress_total;
size_t progress_original_total;
/* spatial splitting */
float spatial_min_overlap;
vector<BoundBox> spatial_right_bounds;
BVHSpatialBin spatial_bins[3][BVHParams::NUM_SPATIAL_BINS];
/* threads */
TaskPool task_pool;
};
CCL_NAMESPACE_END
#endif /* __BVH_BUILD_H__ */