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authorKévin Dietrich <kevin.dietrich@mailoo.org>2020-08-18 11:46:12 +0300
committerKévin Dietrich <kevin.dietrich@mailoo.org>2020-08-18 12:50:37 +0300
commitc82166ffcd88dcb5fe5b694faa33043f1a4979b4 (patch)
tree246ef7896ddfacb994fa7274befea6d70794a98d /intern/cycles/render/scene.cpp
parent286fc2233d18edf3006b796241a8afa3aa662c31 (diff)
Cycles: move some Scene related methods out of Session
This moves `Session::get_requested_device_features`, `Session::load_kernels`, and `Session::update_scene` out of `Session` and into `Scene`, as mentioned in D8544. Reviewed By: brecht Differential Revision: https://developer.blender.org/D8590
Diffstat (limited to 'intern/cycles/render/scene.cpp')
-rw-r--r--intern/cycles/render/scene.cpp162
1 files changed, 162 insertions, 0 deletions
diff --git a/intern/cycles/render/scene.cpp b/intern/cycles/render/scene.cpp
index 9016a8d325f..e68ab335da4 100644
--- a/intern/cycles/render/scene.cpp
+++ b/intern/cycles/render/scene.cpp
@@ -29,6 +29,7 @@
#include "render/osl.h"
#include "render/particles.h"
#include "render/scene.h"
+#include "render/session.h"
#include "render/shader.h"
#include "render/svm.h"
#include "render/tables.h"
@@ -109,6 +110,10 @@ Scene::Scene(const SceneParams &params_, Device *device)
image_manager = new ImageManager(device->info);
particle_system_manager = new ParticleSystemManager();
bake_manager = new BakeManager();
+ kernels_loaded = false;
+
+ /* TODO(sergey): Check if it's indeed optimal value for the split kernel. */
+ max_closure_global = 1;
/* OSL only works on the CPU */
if (device->info.has_osl)
@@ -396,4 +401,161 @@ void Scene::collect_statistics(RenderStats *stats)
image_manager->collect_statistics(stats);
}
+DeviceRequestedFeatures Scene::get_requested_device_features()
+{
+ DeviceRequestedFeatures requested_features;
+
+ shader_manager->get_requested_features(this, &requested_features);
+
+ /* This features are not being tweaked as often as shaders,
+ * so could be done selective magic for the viewport as well.
+ */
+ bool use_motion = need_motion() == Scene::MotionType::MOTION_BLUR;
+ requested_features.use_hair = false;
+ requested_features.use_hair_thick = (params.hair_shape == CURVE_THICK);
+ requested_features.use_object_motion = false;
+ requested_features.use_camera_motion = use_motion && camera->use_motion();
+ foreach (Object *object, objects) {
+ Geometry *geom = object->geometry;
+ if (use_motion) {
+ requested_features.use_object_motion |= object->use_motion() | geom->use_motion_blur;
+ requested_features.use_camera_motion |= geom->use_motion_blur;
+ }
+ if (object->is_shadow_catcher) {
+ requested_features.use_shadow_tricks = true;
+ }
+ if (geom->type == Geometry::MESH) {
+ Mesh *mesh = static_cast<Mesh *>(geom);
+#ifdef WITH_OPENSUBDIV
+ if (mesh->subdivision_type != Mesh::SUBDIVISION_NONE) {
+ requested_features.use_patch_evaluation = true;
+ }
+#endif
+ requested_features.use_true_displacement |= mesh->has_true_displacement();
+ }
+ else if (geom->type == Geometry::HAIR) {
+ requested_features.use_hair = true;
+ }
+ }
+
+ requested_features.use_background_light = light_manager->has_background_light(this);
+
+ requested_features.use_baking = bake_manager->get_baking();
+ requested_features.use_integrator_branched = (integrator->method == Integrator::BRANCHED_PATH);
+ if (film->denoising_data_pass) {
+ requested_features.use_denoising = true;
+ requested_features.use_shadow_tricks = true;
+ }
+
+ return requested_features;
+}
+
+bool Scene::update(Progress &progress, bool &kernel_switch_needed)
+{
+ /* update scene */
+ if (need_update()) {
+ /* Updated used shader tag so we know which features are need for the kernel. */
+ shader_manager->update_shaders_used(this);
+
+ /* Update max_closures. */
+ KernelIntegrator *kintegrator = &dscene.data.integrator;
+ if (params.background) {
+ kintegrator->max_closures = get_max_closure_count();
+ }
+ else {
+ /* Currently viewport render is faster with higher max_closures, needs investigating. */
+ kintegrator->max_closures = MAX_CLOSURE;
+ }
+
+ /* Load render kernels, before device update where we upload data to the GPU. */
+ bool new_kernels_needed = load_kernels(progress, false);
+
+ progress.set_status("Updating Scene");
+ MEM_GUARDED_CALL(&progress, device_update, device, progress);
+
+ DeviceKernelStatus kernel_switch_status = device->get_active_kernel_switch_state();
+ kernel_switch_needed = kernel_switch_status == DEVICE_KERNEL_FEATURE_KERNEL_AVAILABLE ||
+ kernel_switch_status == DEVICE_KERNEL_FEATURE_KERNEL_INVALID;
+ if (kernel_switch_status == DEVICE_KERNEL_WAITING_FOR_FEATURE_KERNEL) {
+ progress.set_kernel_status("Compiling render kernels");
+ }
+ if (new_kernels_needed || kernel_switch_needed) {
+ progress.set_kernel_status("Compiling render kernels");
+ device->wait_for_availability(loaded_kernel_features);
+ progress.set_kernel_status("");
+ }
+
+ return true;
+ }
+ return false;
+}
+
+bool Scene::load_kernels(Progress &progress, bool lock_scene)
+{
+ thread_scoped_lock scene_lock;
+ if (lock_scene) {
+ scene_lock = thread_scoped_lock(mutex);
+ }
+
+ DeviceRequestedFeatures requested_features = get_requested_device_features();
+
+ if (!kernels_loaded || loaded_kernel_features.modified(requested_features)) {
+ progress.set_status("Loading render kernels (may take a few minutes the first time)");
+
+ scoped_timer timer;
+
+ VLOG(2) << "Requested features:\n" << requested_features;
+ if (!device->load_kernels(requested_features)) {
+ string message = device->error_message();
+ if (message.empty())
+ message = "Failed loading render kernel, see console for errors";
+
+ progress.set_error(message);
+ progress.set_status(message);
+ progress.set_update();
+ return false;
+ }
+
+ progress.add_skip_time(timer, false);
+ VLOG(1) << "Total time spent loading kernels: " << time_dt() - timer.get_start();
+
+ kernels_loaded = true;
+ loaded_kernel_features = requested_features;
+ return true;
+ }
+ return false;
+}
+
+int Scene::get_max_closure_count()
+{
+ if (shader_manager->use_osl()) {
+ /* OSL always needs the maximum as we can't predict the
+ * number of closures a shader might generate. */
+ return MAX_CLOSURE;
+ }
+
+ int max_closures = 0;
+ for (int i = 0; i < shaders.size(); i++) {
+ Shader *shader = shaders[i];
+ if (shader->used) {
+ int num_closures = shader->graph->get_num_closures();
+ max_closures = max(max_closures, num_closures);
+ }
+ }
+ max_closure_global = max(max_closure_global, max_closures);
+
+ if (max_closure_global > MAX_CLOSURE) {
+ /* This is usually harmless as more complex shader tend to get many
+ * closures discarded due to mixing or low weights. We need to limit
+ * to MAX_CLOSURE as this is hardcoded in CPU/mega kernels, and it
+ * avoids excessive memory usage for split kernels. */
+ VLOG(2) << "Maximum number of closures exceeded: " << max_closure_global << " > "
+ << MAX_CLOSURE;
+
+ max_closure_global = MAX_CLOSURE;
+ }
+
+ return max_closure_global;
+}
+
CCL_NAMESPACE_END