diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-10-24 15:19:19 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2021-10-26 16:36:39 +0300 |
commit | d7d40745fa09061a3117bd3669c5a46bbf611eae (patch) | |
tree | 8dbaca086ecbb09aad62c25e9ece66332fe79af3 /intern/cycles/scene/geometry.cpp | |
parent | b698fe1e047e56e8ed67ba47464c0017d9c50eea (diff) |
Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the
scene and its nodes. The session/ folder contains the render session and
associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
Diffstat (limited to 'intern/cycles/scene/geometry.cpp')
-rw-r--r-- | intern/cycles/scene/geometry.cpp | 2074 |
1 files changed, 2074 insertions, 0 deletions
diff --git a/intern/cycles/scene/geometry.cpp b/intern/cycles/scene/geometry.cpp new file mode 100644 index 00000000000..9fe34ac6e99 --- /dev/null +++ b/intern/cycles/scene/geometry.cpp @@ -0,0 +1,2074 @@ +/* + * 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 "scene/attribute.h" +#include "scene/camera.h" +#include "scene/geometry.h" +#include "scene/hair.h" +#include "scene/light.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/scene.h" +#include "scene/shader.h" +#include "scene/shader_nodes.h" +#include "scene/stats.h" +#include "scene/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::get_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; + need_update_bvh_for_offset = 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; + prim_offset = 0; +} + +Geometry::~Geometry() +{ + dereference_all_used_nodes(); + 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(); + tag_modified(); +} + +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; + + /* Ensure all visibility bits are set at the geometry level BVH. In + * the object level BVH is where actual visibility is tested. */ + object.set_is_shadow_catcher(true); + object.set_visibility(~0); + + 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); + } + } + + need_update_rebuild = false; + need_update_bvh_for_offset = 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) +{ + if (rebuild) { + need_update_rebuild = true; + scene->light_manager->tag_update(scene, LightManager::MESH_NEED_REBUILD); + } + else { + foreach (Node *node, used_shaders) { + Shader *shader = static_cast<Shader *>(node); + if (shader->has_surface_emission) { + scene->light_manager->tag_update(scene, LightManager::EMISSIVE_MESH_MODIFIED); + break; + } + } + } + + scene->geometry_manager->tag_update(scene, GeometryManager::GEOMETRY_MODIFIED); +} + +void Geometry::tag_bvh_update(bool rebuild) +{ + tag_modified(); + + if (rebuild) { + need_update_rebuild = true; + } +} + +/* Geometry Manager */ + +GeometryManager::GeometryManager() +{ + update_flags = UPDATE_ALL; + 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->get_cpu_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; + + if (!dscene->attributes_map.need_realloc()) { + 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); + if (mattr->modified) { + 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); + if (mattr->modified) { + 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); + if (mattr->modified) { + 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); + if (mattr->modified) { + 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); + if (mattr->modified) { + 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->curve_key_offset; + else if (element == ATTR_ELEMENT_CURVE_KEY_MOTION) + offset -= hair->curve_key_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); + } + + if (geom->is_hair() && static_cast<Hair *>(geom)->need_shadow_transparency()) { + geom_attributes[i].add(ATTR_STD_SHADOW_TRANSPARENCY); + } + } + + /* 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 ¶m = 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); + + /* The order of those flags needs to match that of AttrKernelDataType. */ + const bool attributes_need_realloc[4] = { + dscene->attributes_float.need_realloc(), + dscene->attributes_float2.need_realloc(), + dscene->attributes_float3.need_realloc(), + dscene->attributes_uchar4.need_realloc(), + }; + + 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); + + if (attr) { + /* force a copy if we need to reallocate all the data */ + attr->modified |= attributes_need_realloc[Attribute::kernel_type(*attr)]; + } + + 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); + + if (subd_attr) { + /* force a copy if we need to reallocate all the data */ + subd_attr->modified |= attributes_need_realloc[Attribute::kernel_type(*subd_attr)]; + } + + 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); + + if (attr) { + attr->modified |= attributes_need_realloc[Attribute::kernel_type(*attr)]; + } + + 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"); + + dscene->attributes_float.copy_to_device_if_modified(); + dscene->attributes_float2.copy_to_device_if_modified(); + dscene->attributes_float3.copy_to_device_if_modified(); + dscene->attributes_uchar4.copy_to_device_if_modified(); + + 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, BVHLayout bvh_layout) +{ + size_t vert_size = 0; + size_t tri_size = 0; + + size_t curve_size = 0; + size_t curve_key_size = 0; + size_t curve_segment_size = 0; + + size_t patch_size = 0; + size_t face_size = 0; + size_t corner_size = 0; + + foreach (Geometry *geom, scene->geometry) { + bool prim_offset_changed = false; + + if (geom->geometry_type == Geometry::MESH || geom->geometry_type == Geometry::VOLUME) { + Mesh *mesh = static_cast<Mesh *>(geom); + + prim_offset_changed = (mesh->prim_offset != tri_size); + + 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(); + } + else if (geom->is_hair()) { + Hair *hair = static_cast<Hair *>(geom); + + prim_offset_changed = (hair->curve_segment_offset != curve_segment_size); + hair->curve_key_offset = curve_key_size; + hair->curve_segment_offset = curve_segment_size; + hair->prim_offset = curve_size; + + curve_size += hair->num_curves(); + curve_key_size += hair->get_curve_keys().size(); + curve_segment_size += hair->num_segments(); + } + + if (prim_offset_changed) { + /* Need to rebuild BVH in OptiX, since refit only allows modified mesh data there */ + const bool has_optix_bvh = bvh_layout == BVH_LAYOUT_OPTIX || + bvh_layout == BVH_LAYOUT_MULTI_OPTIX || + bvh_layout == BVH_LAYOUT_MULTI_OPTIX_EMBREE; + geom->need_update_rebuild |= has_optix_bvh; + geom->need_update_bvh_for_offset = true; + } + } +} + +void GeometryManager::device_update_mesh(Device *, + DeviceScene *dscene, + Scene *scene, + 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 curve_segment_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(); + curve_segment_size += hair->num_segments(); + } + } + + /* Fill in all the arrays. */ + if (tri_size != 0) { + /* normals */ + progress.set_status("Updating Mesh", "Computing normals"); + + float4 *tri_verts = dscene->tri_verts.alloc(tri_size * 3); + 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); + + const bool copy_all_data = dscene->tri_shader.need_realloc() || + dscene->tri_vindex.need_realloc() || + dscene->tri_vnormal.need_realloc() || + dscene->tri_patch.need_realloc() || + dscene->tri_patch_uv.need_realloc(); + + foreach (Geometry *geom, scene->geometry) { + if (geom->geometry_type == Geometry::MESH || geom->geometry_type == Geometry::VOLUME) { + Mesh *mesh = static_cast<Mesh *>(geom); + + if (mesh->shader_is_modified() || mesh->smooth_is_modified() || + mesh->triangles_is_modified() || copy_all_data) { + mesh->pack_shaders(scene, &tri_shader[mesh->prim_offset]); + } + + if (mesh->verts_is_modified() || copy_all_data) { + mesh->pack_normals(&vnormal[mesh->vert_offset]); + } + + if (mesh->verts_is_modified() || mesh->triangles_is_modified() || + mesh->vert_patch_uv_is_modified() || copy_all_data) { + mesh->pack_verts(&tri_verts[mesh->prim_offset * 3], + &tri_vindex[mesh->prim_offset], + &tri_patch[mesh->prim_offset], + &tri_patch_uv[mesh->vert_offset]); + } + + if (progress.get_cancel()) + return; + } + } + + /* vertex coordinates */ + progress.set_status("Updating Mesh", "Copying Mesh to device"); + + dscene->tri_verts.copy_to_device_if_modified(); + dscene->tri_shader.copy_to_device_if_modified(); + dscene->tri_vnormal.copy_to_device_if_modified(); + dscene->tri_vindex.copy_to_device_if_modified(); + dscene->tri_patch.copy_to_device_if_modified(); + dscene->tri_patch_uv.copy_to_device_if_modified(); + } + + if (curve_segment_size != 0) { + progress.set_status("Updating Mesh", "Copying Curves to device"); + + float4 *curve_keys = dscene->curve_keys.alloc(curve_key_size); + KernelCurve *curves = dscene->curves.alloc(curve_size); + KernelCurveSegment *curve_segments = dscene->curve_segments.alloc(curve_segment_size); + + const bool copy_all_data = dscene->curve_keys.need_realloc() || + dscene->curves.need_realloc() || + dscene->curve_segments.need_realloc(); + + foreach (Geometry *geom, scene->geometry) { + if (geom->is_hair()) { + Hair *hair = static_cast<Hair *>(geom); + + bool curve_keys_co_modified = hair->curve_radius_is_modified() || + hair->curve_keys_is_modified(); + bool curve_data_modified = hair->curve_shader_is_modified() || + hair->curve_first_key_is_modified(); + + if (!curve_keys_co_modified && !curve_data_modified && !copy_all_data) { + continue; + } + + hair->pack_curves(scene, + &curve_keys[hair->curve_key_offset], + &curves[hair->prim_offset], + &curve_segments[hair->curve_segment_offset]); + if (progress.get_cancel()) + return; + } + } + + dscene->curve_keys.copy_to_device_if_modified(); + dscene->curves.copy_to_device_if_modified(); + dscene->curve_segments.copy_to_device_if_modified(); + } + + if (patch_size != 0 && dscene->patches.need_realloc()) { + 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]); + + 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(); + } +} + +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."; + + const bool can_refit = scene->bvh != nullptr && + (bparams.bvh_layout == BVHLayout::BVH_LAYOUT_OPTIX); + + BVH *bvh = scene->bvh; + if (!scene->bvh) { + bvh = scene->bvh = BVH::create(bparams, scene->geometry, scene->objects, device); + } + + device->build_bvh(bvh, progress, can_refit); + + if (progress.get_cancel()) { + return; + } + + const bool has_bvh2_layout = (bparams.bvh_layout == BVH_LAYOUT_BVH2); + + PackedBVH pack; + if (has_bvh2_layout) { + pack = std::move(static_cast<BVH2 *>(bvh)->pack); + } + else { + pack.root_index = -1; + } + + /* copy to device */ + progress.set_status("Updating Scene BVH", "Copying BVH to device"); + + /* When using BVH2, we always have to copy/update the data as its layout is dependent on the + * BVH's leaf nodes which may be different when the objects or vertices move. */ + + 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_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.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 = 0; +} + +/* Set of flags used to help determining what data has been modified or needs reallocation, so we + * can decide which device data to free or update. */ +enum { + DEVICE_CURVE_DATA_MODIFIED = (1 << 0), + DEVICE_MESH_DATA_MODIFIED = (1 << 1), + + ATTR_FLOAT_MODIFIED = (1 << 2), + ATTR_FLOAT2_MODIFIED = (1 << 3), + ATTR_FLOAT3_MODIFIED = (1 << 4), + ATTR_UCHAR4_MODIFIED = (1 << 5), + + CURVE_DATA_NEED_REALLOC = (1 << 6), + MESH_DATA_NEED_REALLOC = (1 << 7), + + ATTR_FLOAT_NEEDS_REALLOC = (1 << 8), + ATTR_FLOAT2_NEEDS_REALLOC = (1 << 9), + ATTR_FLOAT3_NEEDS_REALLOC = (1 << 10), + ATTR_UCHAR4_NEEDS_REALLOC = (1 << 11), + + ATTRS_NEED_REALLOC = (ATTR_FLOAT_NEEDS_REALLOC | ATTR_FLOAT2_NEEDS_REALLOC | + ATTR_FLOAT3_NEEDS_REALLOC | ATTR_UCHAR4_NEEDS_REALLOC), + DEVICE_MESH_DATA_NEEDS_REALLOC = (MESH_DATA_NEED_REALLOC | ATTRS_NEED_REALLOC), + DEVICE_CURVE_DATA_NEEDS_REALLOC = (CURVE_DATA_NEED_REALLOC | ATTRS_NEED_REALLOC), +}; + +static void update_device_flags_attribute(uint32_t &device_update_flags, + const AttributeSet &attributes) +{ + foreach (const Attribute &attr, attributes.attributes) { + if (!attr.modified) { + continue; + } + + AttrKernelDataType kernel_type = Attribute::kernel_type(attr); + + switch (kernel_type) { + case AttrKernelDataType::FLOAT: { + device_update_flags |= ATTR_FLOAT_MODIFIED; + break; + } + case AttrKernelDataType::FLOAT2: { + device_update_flags |= ATTR_FLOAT2_MODIFIED; + break; + } + case AttrKernelDataType::FLOAT3: { + device_update_flags |= ATTR_FLOAT3_MODIFIED; + break; + } + case AttrKernelDataType::UCHAR4: { + device_update_flags |= ATTR_UCHAR4_MODIFIED; + break; + } + } + } +} + +static void update_attribute_realloc_flags(uint32_t &device_update_flags, + const AttributeSet &attributes) +{ + if (attributes.modified(AttrKernelDataType::FLOAT)) { + device_update_flags |= ATTR_FLOAT_NEEDS_REALLOC; + } + if (attributes.modified(AttrKernelDataType::FLOAT2)) { + device_update_flags |= ATTR_FLOAT2_NEEDS_REALLOC; + } + if (attributes.modified(AttrKernelDataType::FLOAT3)) { + device_update_flags |= ATTR_FLOAT3_NEEDS_REALLOC; + } + if (attributes.modified(AttrKernelDataType::UCHAR4)) { + device_update_flags |= ATTR_UCHAR4_NEEDS_REALLOC; + } +} + +void GeometryManager::device_update_preprocess(Device *device, Scene *scene, Progress &progress) +{ + if (!need_update() && !need_flags_update) { + return; + } + + uint32_t device_update_flags = 0; + + 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; + + update_attribute_realloc_flags(device_update_flags, geom->attributes); + + if (geom->is_mesh()) { + Mesh *mesh = static_cast<Mesh *>(geom); + update_attribute_realloc_flags(device_update_flags, mesh->subd_attributes); + } + + 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; + } + + if (shader->need_update_uvs) { + device_update_flags |= ATTR_FLOAT2_NEEDS_REALLOC; + + /* Attributes might need to be tessellated if added. */ + if (geom->is_mesh()) { + Mesh *mesh = static_cast<Mesh *>(geom); + if (mesh->need_tesselation()) { + mesh->tag_modified(); + } + } + } + + if (shader->need_update_attribute) { + device_update_flags |= ATTRS_NEED_REALLOC; + + /* Attributes might need to be tessellated if added. */ + if (geom->is_mesh()) { + Mesh *mesh = static_cast<Mesh *>(geom); + if (mesh->need_tesselation()) { + mesh->tag_modified(); + } + } + } + + if (shader->need_update_displacement) { + /* tag displacement related sockets as modified */ + if (geom->is_mesh()) { + Mesh *mesh = static_cast<Mesh *>(geom); + mesh->tag_verts_modified(); + mesh->tag_subd_dicing_rate_modified(); + mesh->tag_subd_max_level_modified(); + mesh->tag_subd_objecttoworld_modified(); + + device_update_flags |= ATTRS_NEED_REALLOC; + } + } + } + + /* only check for modified attributes if we do not need to reallocate them already */ + if ((device_update_flags & ATTRS_NEED_REALLOC) == 0) { + update_device_flags_attribute(device_update_flags, geom->attributes); + /* don't check for subd_attributes, as if they were modified, we would need to reallocate + * anyway */ + } + + /* 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); + + /* always reallocate when we have a volume, as we need to rebuild the BVH */ + device_update_flags |= DEVICE_MESH_DATA_NEEDS_REALLOC; + } + + 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; + + if (hair->need_update_rebuild) { + device_update_flags |= DEVICE_CURVE_DATA_NEEDS_REALLOC; + } + else if (hair->is_modified()) { + device_update_flags |= DEVICE_CURVE_DATA_MODIFIED; + } + } + + if (geom->is_mesh()) { + Mesh *mesh = static_cast<Mesh *>(geom); + + if (mesh->need_update_rebuild) { + device_update_flags |= DEVICE_MESH_DATA_NEEDS_REALLOC; + } + else if (mesh->is_modified()) { + device_update_flags |= DEVICE_MESH_DATA_MODIFIED; + } + } + } + + if (update_flags & (MESH_ADDED | MESH_REMOVED)) { + device_update_flags |= DEVICE_MESH_DATA_NEEDS_REALLOC; + } + + if (update_flags & (HAIR_ADDED | HAIR_REMOVED)) { + device_update_flags |= DEVICE_CURVE_DATA_NEEDS_REALLOC; + } + + /* tag the device arrays for reallocation or modification */ + DeviceScene *dscene = &scene->dscene; + + if (device_update_flags & (DEVICE_MESH_DATA_NEEDS_REALLOC | DEVICE_CURVE_DATA_NEEDS_REALLOC)) { + delete scene->bvh; + scene->bvh = nullptr; + + dscene->bvh_nodes.tag_realloc(); + dscene->bvh_leaf_nodes.tag_realloc(); + dscene->object_node.tag_realloc(); + dscene->prim_type.tag_realloc(); + dscene->prim_visibility.tag_realloc(); + dscene->prim_index.tag_realloc(); + dscene->prim_object.tag_realloc(); + dscene->prim_time.tag_realloc(); + + if (device_update_flags & DEVICE_MESH_DATA_NEEDS_REALLOC) { + dscene->tri_verts.tag_realloc(); + dscene->tri_vnormal.tag_realloc(); + dscene->tri_vindex.tag_realloc(); + dscene->tri_patch.tag_realloc(); + dscene->tri_patch_uv.tag_realloc(); + dscene->tri_shader.tag_realloc(); + dscene->patches.tag_realloc(); + } + + if (device_update_flags & DEVICE_CURVE_DATA_NEEDS_REALLOC) { + dscene->curves.tag_realloc(); + dscene->curve_keys.tag_realloc(); + dscene->curve_segments.tag_realloc(); + } + } + + if ((update_flags & VISIBILITY_MODIFIED) != 0) { + dscene->prim_visibility.tag_modified(); + } + + if (device_update_flags & ATTR_FLOAT_NEEDS_REALLOC) { + dscene->attributes_map.tag_realloc(); + dscene->attributes_float.tag_realloc(); + } + else if (device_update_flags & ATTR_FLOAT_MODIFIED) { + dscene->attributes_float.tag_modified(); + } + + if (device_update_flags & ATTR_FLOAT2_NEEDS_REALLOC) { + dscene->attributes_map.tag_realloc(); + dscene->attributes_float2.tag_realloc(); + } + else if (device_update_flags & ATTR_FLOAT2_MODIFIED) { + dscene->attributes_float2.tag_modified(); + } + + if (device_update_flags & ATTR_FLOAT3_NEEDS_REALLOC) { + dscene->attributes_map.tag_realloc(); + dscene->attributes_float3.tag_realloc(); + } + else if (device_update_flags & ATTR_FLOAT3_MODIFIED) { + dscene->attributes_float3.tag_modified(); + } + + if (device_update_flags & ATTR_UCHAR4_NEEDS_REALLOC) { + dscene->attributes_map.tag_realloc(); + dscene->attributes_uchar4.tag_realloc(); + } + else if (device_update_flags & ATTR_UCHAR4_MODIFIED) { + dscene->attributes_uchar4.tag_modified(); + } + + if (device_update_flags & DEVICE_MESH_DATA_MODIFIED) { + /* if anything else than vertices or shaders are modified, we would need to reallocate, so + * these are the only arrays that can be updated */ + dscene->tri_verts.tag_modified(); + dscene->tri_vnormal.tag_modified(); + dscene->tri_shader.tag_modified(); + } + + if (device_update_flags & DEVICE_CURVE_DATA_MODIFIED) { + dscene->curve_keys.tag_modified(); + dscene->curves.tag_modified(); + dscene->curve_segments.tag_modified(); + } + + 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; + bool curve_shadow_transparency_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) { + if (geom->is_modified()) { + if ((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; + } + } + else if (geom->geometry_type == Geometry::HAIR) { + Hair *hair = static_cast<Hair *>(geom); + if (hair->need_shadow_transparency()) { + curve_shadow_transparency_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(dicing_camera->get_full_width(), + dicing_camera->get_full_height()); + 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 || curve_shadow_transparency_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, false); + + const BVHLayout bvh_layout = BVHParams::best_bvh_layout(scene->params.bvh_layout, + device->get_bvh_layout_mask()); + mesh_calc_offset(scene, bvh_layout); + if (true_displacement_used || curve_shadow_transparency_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, 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 and hair shadow transparency. */ + bool displacement_done = false; + bool curve_shadow_transparency_done = false; + size_t num_bvh = 0; + + { + /* Copy constant data needed by shader evaluation. */ + device->const_copy_to("__data", &dscene->data, sizeof(dscene->data)); + + 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, scene, mesh, progress)) { + displacement_done = true; + } + } + else if (geom->geometry_type == Geometry::HAIR) { + Hair *hair = static_cast<Hair *>(geom); + if (hair->update_shadow_transparency(device, scene, progress)) { + curve_shadow_transparency_done = true; + } + } + } + + if (geom->is_modified() || geom->need_update_bvh_for_offset) { + 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 || curve_shadow_transparency_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, false); + + device_update_attributes(device, dscene, scene, progress); + if (progress.get_cancel()) { + return; + } + } + + /* Update the BVH even when there is no geometry so the kernel's BVH data is still valid, + * especially when removing all of the objects during interactive renders. + * Also update the BVH if the transformations change, we cannot rely on tagging the Geometry + * as modified in this case, as we may accumulate displacement if the vertices do not also + * change. */ + bool need_update_scene_bvh = (scene->bvh == nullptr || + (update_flags & (TRANSFORM_MODIFIED | VISIBILITY_MODIFIED)) != 0); + { + 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() || geom->need_update_bvh_for_offset) { + need_update_scene_bvh = true; + 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_uvs = false; + shader->need_update_attribute = false; + shader->need_update_displacement = 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}); + } + }); + foreach (Object *object, scene->objects) { + object->compute_bounds(motion_blur); + } + } + + if (progress.get_cancel()) { + return; + } + + if (need_update_scene_bvh) { + 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; + } + } + + /* Always set BVH layout again after displacement where it was set to none, + * to avoid ray-tracing at that stage. */ + dscene->data.bvh.bvh_layout = BVHParams::best_bvh_layout(scene->params.bvh_layout, + device->get_bvh_layout_mask()); + + { + 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, progress); + if (progress.get_cancel()) { + return; + } + } + + 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 to calculate. + */ + scene->object_manager->need_flags_update = old_need_object_flags_update; + } + + /* unset flags */ + + foreach (Geometry *geom, scene->geometry) { + geom->clear_modified(); + geom->attributes.clear_modified(); + + if (geom->is_mesh()) { + Mesh *mesh = static_cast<Mesh *>(geom); + mesh->subd_attributes.clear_modified(); + } + } + + update_flags = UPDATE_NONE; + + dscene->bvh_nodes.clear_modified(); + dscene->bvh_leaf_nodes.clear_modified(); + dscene->object_node.clear_modified(); + dscene->prim_type.clear_modified(); + dscene->prim_visibility.clear_modified(); + dscene->prim_index.clear_modified(); + dscene->prim_object.clear_modified(); + dscene->prim_time.clear_modified(); + dscene->tri_verts.clear_modified(); + dscene->tri_shader.clear_modified(); + dscene->tri_vindex.clear_modified(); + dscene->tri_patch.clear_modified(); + dscene->tri_vnormal.clear_modified(); + dscene->tri_patch_uv.clear_modified(); + dscene->curves.clear_modified(); + dscene->curve_keys.clear_modified(); + dscene->curve_segments.clear_modified(); + dscene->patches.clear_modified(); + dscene->attributes_map.clear_modified(); + dscene->attributes_float.clear_modified(); + dscene->attributes_float2.clear_modified(); + dscene->attributes_float3.clear_modified(); + dscene->attributes_uchar4.clear_modified(); +} + +void GeometryManager::device_free(Device *device, DeviceScene *dscene, bool force_free) +{ + dscene->bvh_nodes.free_if_need_realloc(force_free); + dscene->bvh_leaf_nodes.free_if_need_realloc(force_free); + dscene->object_node.free_if_need_realloc(force_free); + dscene->prim_type.free_if_need_realloc(force_free); + dscene->prim_visibility.free_if_need_realloc(force_free); + dscene->prim_index.free_if_need_realloc(force_free); + dscene->prim_object.free_if_need_realloc(force_free); + dscene->prim_time.free_if_need_realloc(force_free); + dscene->tri_verts.free_if_need_realloc(force_free); + dscene->tri_shader.free_if_need_realloc(force_free); + dscene->tri_vnormal.free_if_need_realloc(force_free); + dscene->tri_vindex.free_if_need_realloc(force_free); + dscene->tri_patch.free_if_need_realloc(force_free); + dscene->tri_patch_uv.free_if_need_realloc(force_free); + dscene->curves.free_if_need_realloc(force_free); + dscene->curve_keys.free_if_need_realloc(force_free); + dscene->curve_segments.free_if_need_realloc(force_free); + dscene->patches.free_if_need_realloc(force_free); + dscene->attributes_map.free_if_need_realloc(force_free); + dscene->attributes_float.free_if_need_realloc(force_free); + dscene->attributes_float2.free_if_need_realloc(force_free); + dscene->attributes_float3.free_if_need_realloc(force_free); + dscene->attributes_uchar4.free_if_need_realloc(force_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->get_cpu_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, uint32_t flag) +{ + update_flags |= flag; + + /* do not tag the object manager for an update if it is the one who tagged us */ + if ((flag & OBJECT_MANAGER) == 0) { + scene->object_manager->tag_update(scene, ObjectManager::GEOMETRY_MANAGER); + } +} + +bool GeometryManager::need_update() const +{ + return update_flags != UPDATE_NONE; +} + +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 |