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authorLukas Stockner <lukas.stockner@freenet.de>2018-11-29 04:06:30 +0300
committerLukas Stockner <lukas.stockner@freenet.de>2018-11-29 04:45:24 +0300
commit7fa6f72084b1364cddfbef4f06bbb244210d6967 (patch)
treeae4f682248bd5ba4f716ff60c6dbd67c5684b3d2 /intern/cycles/render/object.cpp
parentfb057153b05555606d801d1e942113d40ec15cec (diff)
Cycles: Add sample-based runtime profiler that measures time spent in various parts of the CPU kernel
This commit adds a sample-based profiler that runs during CPU rendering and collects statistics on time spent in different parts of the kernel (ray intersection, shader evaluation etc.) as well as time spent per material and object. The results are currently not exposed in the user interface or per Python yet, to see the stats on the console pass the "--cycles-print-stats" argument to Cycles (e.g. "./blender -- --cycles-print-stats"). Unfortunately, there is no clear way to extend this functionality to CUDA or OpenCL, so it is CPU-only for now. Reviewers: brecht, sergey, swerner Reviewed By: brecht, swerner Differential Revision: https://developer.blender.org/D3892
Diffstat (limited to 'intern/cycles/render/object.cpp')
-rw-r--r--intern/cycles/render/object.cpp57
1 files changed, 30 insertions, 27 deletions
diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp
index dc7a1043208..b34d16c438b 100644
--- a/intern/cycles/render/object.cpp
+++ b/intern/cycles/render/object.cpp
@@ -335,6 +335,11 @@ uint Object::visibility_for_tracing() const {
return trace_visibility;
}
+int Object::get_device_index() const
+{
+ return index;
+}
+
/* Object Manager */
ObjectManager::ObjectManager()
@@ -348,10 +353,9 @@ ObjectManager::~ObjectManager()
}
void ObjectManager::device_update_object_transform(UpdateObjectTransformState *state,
- Object *ob,
- int object_index)
+ Object *ob)
{
- KernelObject& kobject = state->objects[object_index];
+ KernelObject& kobject = state->objects[ob->index];
Transform *object_motion_pass = state->object_motion_pass;
Mesh *mesh = ob->mesh;
@@ -457,13 +461,13 @@ void ObjectManager::device_update_object_transform(UpdateObjectTransformState *s
tfm_post = tfm_post * itfm;
}
- int motion_pass_offset = object_index*OBJECT_MOTION_PASS_SIZE;
+ int motion_pass_offset = ob->index*OBJECT_MOTION_PASS_SIZE;
object_motion_pass[motion_pass_offset + 0] = tfm_pre;
object_motion_pass[motion_pass_offset + 1] = tfm_post;
}
else if(state->need_motion == Scene::MOTION_BLUR) {
if(ob->use_motion()) {
- kobject.motion_offset = state->motion_offset[object_index];
+ kobject.motion_offset = state->motion_offset[ob->index];
/* Decompose transforms for interpolation. */
DecomposedTransform *decomp = state->object_motion + kobject.motion_offset;
@@ -494,7 +498,7 @@ void ObjectManager::device_update_object_transform(UpdateObjectTransformState *s
if(ob->use_holdout) {
flag |= SD_OBJECT_HOLDOUT_MASK;
}
- state->object_flag[object_index] = flag;
+ state->object_flag[ob->index] = flag;
/* Have curves. */
if(mesh->num_curves()) {
@@ -538,7 +542,7 @@ void ObjectManager::device_update_object_transform_task(
for(int i = 0; i < num_objects; ++i) {
const int object_index = start_index + i;
Object *ob = state->scene->objects[object_index];
- device_update_object_transform(state, ob, object_index);
+ device_update_object_transform(state, ob);
}
}
}
@@ -593,10 +597,8 @@ void ObjectManager::device_update_transforms(DeviceScene *dscene,
* need some tweaks to make mid-complex scenes optimal.
*/
if(scene->objects.size() < 64) {
- int object_index = 0;
foreach(Object *ob, scene->objects) {
- device_update_object_transform(&state, ob, object_index);
- object_index++;
+ device_update_object_transform(&state, ob);
if(progress.get_cancel()) {
return;
}
@@ -642,6 +644,12 @@ void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *sc
if(scene->objects.size() == 0)
return;
+ /* Assign object IDs. */
+ int index = 0;
+ foreach(Object *object, scene->objects) {
+ object->index = index++;
+ }
+
/* set object transform matrices, before applying static transforms */
progress.set_status("Updating Objects", "Copying Transformations to device");
device_update_transforms(dscene, scene, progress);
@@ -686,26 +694,25 @@ void ObjectManager::device_update_flags(Device *,
}
}
- int object_index = 0;
foreach(Object *object, scene->objects) {
if(object->mesh->has_volume) {
- object_flag[object_index] |= SD_OBJECT_HAS_VOLUME;
- object_flag[object_index] &= ~SD_OBJECT_HAS_VOLUME_ATTRIBUTES;
+ object_flag[object->index] |= SD_OBJECT_HAS_VOLUME;
+ object_flag[object->index] &= ~SD_OBJECT_HAS_VOLUME_ATTRIBUTES;
foreach(Attribute& attr, object->mesh->attributes.attributes) {
if(attr.element == ATTR_ELEMENT_VOXEL) {
- object_flag[object_index] |= SD_OBJECT_HAS_VOLUME_ATTRIBUTES;
+ object_flag[object->index] |= SD_OBJECT_HAS_VOLUME_ATTRIBUTES;
}
}
}
else {
- object_flag[object_index] &= ~(SD_OBJECT_HAS_VOLUME|SD_OBJECT_HAS_VOLUME_ATTRIBUTES);
+ object_flag[object->index] &= ~(SD_OBJECT_HAS_VOLUME|SD_OBJECT_HAS_VOLUME_ATTRIBUTES);
}
if(object->is_shadow_catcher) {
- object_flag[object_index] |= SD_OBJECT_SHADOW_CATCHER;
+ object_flag[object->index] |= SD_OBJECT_SHADOW_CATCHER;
}
else {
- object_flag[object_index] &= ~SD_OBJECT_SHADOW_CATCHER;
+ object_flag[object->index] &= ~SD_OBJECT_SHADOW_CATCHER;
}
if(bounds_valid) {
@@ -714,7 +721,7 @@ void ObjectManager::device_update_flags(Device *,
continue;
}
if(object->bounds.intersects(volume_object->bounds)) {
- object_flag[object_index] |= SD_OBJECT_INTERSECTS_VOLUME;
+ object_flag[object->index] |= SD_OBJECT_INTERSECTS_VOLUME;
break;
}
}
@@ -723,9 +730,8 @@ void ObjectManager::device_update_flags(Device *,
/* Not really valid, but can't make more reliable in the case
* of bounds not being up to date.
*/
- object_flag[object_index] |= SD_OBJECT_INTERSECTS_VOLUME;
+ object_flag[object->index] |= SD_OBJECT_INTERSECTS_VOLUME;
}
- ++object_index;
}
/* Copy object flag. */
@@ -741,7 +747,6 @@ void ObjectManager::device_update_mesh_offsets(Device *, DeviceScene *dscene, Sc
KernelObject *kobjects = dscene->objects.data();
bool update = false;
- int object_index = 0;
foreach(Object *object, scene->objects) {
Mesh* mesh = object->mesh;
@@ -750,18 +755,16 @@ void ObjectManager::device_update_mesh_offsets(Device *, DeviceScene *dscene, Sc
uint patch_map_offset = 2*(mesh->patch_table_offset + mesh->patch_table->total_size() -
mesh->patch_table->num_nodes * PATCH_NODE_SIZE) - mesh->patch_offset;
- if(kobjects[object_index].patch_map_offset != patch_map_offset) {
- kobjects[object_index].patch_map_offset = patch_map_offset;
+ if(kobjects[object->index].patch_map_offset != patch_map_offset) {
+ kobjects[object->index].patch_map_offset = patch_map_offset;
update = true;
}
}
- if(kobjects[object_index].attribute_map_offset != mesh->attr_map_offset) {
- kobjects[object_index].attribute_map_offset = mesh->attr_map_offset;
+ if(kobjects[object->index].attribute_map_offset != mesh->attr_map_offset) {
+ kobjects[object->index].attribute_map_offset = mesh->attr_map_offset;
update = true;
}
-
- object_index++;
}
if(update) {