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authorSergey Sharybin <sergey.vfx@gmail.com>2012-10-24 18:43:29 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2012-10-24 18:43:29 +0400
commitd4ee07537e19902c18f6ae8cd5f8335e40a8b3dc (patch)
treeb0b337dd8fe112851b09fd940dd4d101aad103b5 /intern
parente2874259aeab785d6f26a86a2674dcc77156a25b (diff)
Fix #32951: Progressive refine crashing Blender when used with multiple cuda devices
This time issue was caused by Save Buffers enabled and the reason blender crashed was tiles generated by cycles didn't match tiles generated by openexr. Currently solved it in a way that background rendering will allocate tiles in the same way render parts are generated in blender. Viewport rendering will still be using sliced image, but it's more tricky to change and it's no so big deal for now.
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/render/session.cpp2
-rw-r--r--intern/cycles/render/tile.cpp68
-rw-r--r--intern/cycles/render/tile.h18
3 files changed, 75 insertions, 13 deletions
diff --git a/intern/cycles/render/session.cpp b/intern/cycles/render/session.cpp
index c8fdb755544..bf8d8ade37d 100644
--- a/intern/cycles/render/session.cpp
+++ b/intern/cycles/render/session.cpp
@@ -41,7 +41,7 @@ CCL_NAMESPACE_BEGIN
Session::Session(const SessionParams& params_)
: params(params_),
tile_manager(params.progressive, params.samples, params.tile_size, params.start_resolution,
- params.background == false || params.progressive_refine,
+ params.background == false || params.progressive_refine, params.background,
max(params.device.multi_devices.size(), 1))
{
device_use_gl = ((params.device.type != DEVICE_CPU) && !params.background);
diff --git a/intern/cycles/render/tile.cpp b/intern/cycles/render/tile.cpp
index a737f47457d..9928186a12f 100644
--- a/intern/cycles/render/tile.cpp
+++ b/intern/cycles/render/tile.cpp
@@ -24,13 +24,14 @@
CCL_NAMESPACE_BEGIN
TileManager::TileManager(bool progressive_, int num_samples_, int2 tile_size_, int start_resolution_,
- int preserve_tile_device_, int num_devices_)
+ bool preserve_tile_device_, bool background_, int num_devices_)
{
progressive = progressive_;
tile_size = tile_size_;
start_resolution = start_resolution_;
num_devices = num_devices_;
preserve_tile_device = preserve_tile_device_;
+ background = background_;
BufferParams buffer_params;
reset(buffer_params, 0);
@@ -72,18 +73,57 @@ void TileManager::set_samples(int num_samples_)
num_samples = num_samples_;
}
-void TileManager::set_tiles()
+/* splits image into tiles and assigns equal amount of tiles to every render device */
+void TileManager::gen_tiles_global()
{
int resolution = state.resolution_divider;
int image_w = max(1, params.width/resolution);
int image_h = max(1, params.height/resolution);
- int tile_index = 0;
state.tiles.clear();
+ int tile_w = (tile_size.x >= image_w)? 1: (image_w + tile_size.x - 1)/tile_size.x;
+ int tile_h = (tile_size.y >= image_h)? 1: (image_h + tile_size.y - 1)/tile_size.y;
+ int sub_w = (image_w + tile_w - 1)/tile_w;
+ int sub_h = (image_h + tile_h - 1)/tile_h;
+
int num_logical_devices = preserve_tile_device? num_devices: 1;
+ int num = min(image_h, num_logical_devices);
+ int tile_index = 0;
+
+ int tiles_per_device = (tile_w * tile_h + num - 1) / num;
+ int cur_device = 0, cur_tiles = 0;
+
+ for(int tile_y = 0; tile_y < tile_h; tile_y++) {
+ for(int tile_x = 0; tile_x < tile_w; tile_x++, tile_index++) {
+ int x = tile_x * sub_w;
+ int y = tile_y * sub_h;
+ int w = (tile_x == tile_w-1)? image_w - x: sub_w;
+ int h = (tile_y == tile_h-1)? image_h - y: sub_h;
+
+ state.tiles.push_back(Tile(tile_index, x, y, w, h, cur_device));
+ cur_tiles++;
+
+ if(cur_tiles == tiles_per_device) {
+ cur_tiles = 0;
+ cur_device++;
+ }
+ }
+ }
+}
+
+/* slices image into as much pieces as how many devices are rendering this image */
+void TileManager::gen_tiles_sliced()
+{
+ int resolution = state.resolution_divider;
+ int image_w = max(1, params.width/resolution);
+ int image_h = max(1, params.height/resolution);
+
+ state.tiles.clear();
+ int num_logical_devices = preserve_tile_device? num_devices: 1;
int num = min(image_h, num_logical_devices);
+ int tile_index = 0;
for(int device = 0; device < num; device++) {
int device_y = (image_h/num)*device;
@@ -105,6 +145,18 @@ void TileManager::set_tiles()
}
}
}
+}
+
+void TileManager::set_tiles()
+{
+ int resolution = state.resolution_divider;
+ int image_w = max(1, params.width/resolution);
+ int image_h = max(1, params.height/resolution);
+
+ if(background)
+ gen_tiles_global();
+ else
+ gen_tiles_sliced();
state.num_tiles = state.tiles.size();
@@ -126,15 +178,9 @@ list<Tile>::iterator TileManager::next_center_tile(int device)
int image_h = max(1, params.height/resolution);
int logical_device = preserve_tile_device? device: 0;
- int num_logical_devices = preserve_tile_device? num_devices: 1;
-
- int num = min(image_h, num_logical_devices);
-
- int device_y = (image_h / num) * logical_device;
- int device_h = (logical_device == num - 1) ? image_h - device * (image_h / num) : image_h / num;
- int64_t centx = image_w / 2, centy = device_y + device_h / 2, tot = 1;
- int64_t mindist = (int64_t) image_w * (int64_t) device_h;
+ int64_t centx = image_w / 2, centy = image_h / 2, tot = 1;
+ int64_t mindist = (int64_t) image_w * (int64_t) image_h;
/* find center of rendering tiles, image center counts for 1 too */
for(iter = state.tiles.begin(); iter != state.tiles.end(); iter++) {
diff --git a/intern/cycles/render/tile.h b/intern/cycles/render/tile.h
index 3ccc73deed1..ad1e84cfb7b 100644
--- a/intern/cycles/render/tile.h
+++ b/intern/cycles/render/tile.h
@@ -59,7 +59,7 @@ public:
} state;
TileManager(bool progressive, int num_samples, int2 tile_size, int start_resolution,
- int preserve_tile_device, int num_devices = 1);
+ bool preserve_tile_device, bool background, int num_devices = 1);
~TileManager();
void reset(BufferParams& params, int num_samples);
@@ -86,6 +86,22 @@ protected:
*/
bool preserve_tile_device;
+ /* for background render tiles should exactly match render parts generated from
+ * blender side, which means image first gets split into tiles and then tiles are
+ * assigning to render devices
+ *
+ * however viewport rendering expects tiles to be allocated in a special way,
+ * meaning image is being sliced horizontally first and every device handles
+ * it's own slice
+ */
+ bool background;
+
+ /* splits image into tiles and assigns equal amount of tiles to every render device */
+ void gen_tiles_global();
+
+ /* slices image into as much pieces as how many devices are rendering this image */
+ void gen_tiles_sliced();
+
list<Tile>::iterator next_center_tile(int device = 0);
};