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authorSergey Sharybin <sergey@blender.org>2021-10-06 12:43:58 +0300
committerSergey Sharybin <sergey@blender.org>2021-10-11 13:27:28 +0300
commit0ceded7bc97852564c4d26951b41853e8289925e (patch)
tree4f7d69f3c596f63b39c031bb021281b5f88f6820 /intern
parentf9755add6544667e04b2b0d39c7c3bc794b6bdb8 (diff)
Cycles: Introduce scene host_update function
The longer-term goal is to separate host-only scene update from device update: make it possible to make kernel features depend on actual scene state and flags. This change makes it so shaders are compiled before kernel load, making checks like "has_volume" available at the kernel features calculation state. No functional changes are expected at this point. Differential Revision: https://developer.blender.org/D12795
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/render/osl.cpp75
-rw-r--r--intern/cycles/render/osl.h2
-rw-r--r--intern/cycles/render/scene.cpp32
-rw-r--r--intern/cycles/render/scene.h4
-rw-r--r--intern/cycles/render/shader.cpp17
-rw-r--r--intern/cycles/render/shader.h3
-rw-r--r--intern/cycles/render/svm.cpp59
-rw-r--r--intern/cycles/render/svm.h11
8 files changed, 138 insertions, 65 deletions
diff --git a/intern/cycles/render/osl.cpp b/intern/cycles/render/osl.cpp
index 5a43b641872..b6c743ac295 100644
--- a/intern/cycles/render/osl.cpp
+++ b/intern/cycles/render/osl.cpp
@@ -91,24 +91,20 @@ void OSLShaderManager::reset(Scene * /*scene*/)
shading_system_init();
}
-void OSLShaderManager::device_update_specific(Device *device,
- DeviceScene *dscene,
- Scene *scene,
- Progress &progress)
+void OSLShaderManager::host_update_specific(Device *device, Scene *scene, Progress &progress)
{
- if (!need_update())
+ if (!need_update()) {
return;
+ }
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
- scene->update_stats->osl.times.add_entry({"device_update", time});
+ scene->update_stats->osl.times.add_entry({"host_update", time});
}
});
VLOG(1) << "Total " << scene->shaders.size() << " shaders.";
- device_free(device, dscene, scene);
-
/* set texture system */
scene->image_manager->set_osl_texture_system((void *)ts);
@@ -116,13 +112,14 @@ void OSLShaderManager::device_update_specific(Device *device,
OSLGlobals *og = (OSLGlobals *)device->get_cpu_osl_memory();
Shader *background_shader = scene->background->get_shader(scene);
- foreach (Shader *shader, scene->shaders) {
+ for (Shader *shader : scene->shaders) {
assert(shader->graph);
- if (progress.get_cancel())
+ if (progress.get_cancel()) {
return;
+ }
- /* we can only compile one shader at the time as the OSL ShadingSytem
+ /* we can only compile one shader at the time as the OSL ShadingSystem
* has a single state, but we put the lock here so different renders can
* compile shaders alternating */
thread_scoped_lock lock(ss_mutex);
@@ -131,30 +128,15 @@ void OSLShaderManager::device_update_specific(Device *device,
compiler.background = (shader == background_shader);
compiler.compile(og, shader);
- if (shader->get_use_mis() && shader->has_surface_emission)
+ if (shader->get_use_mis() && shader->has_surface_emission) {
scene->light_manager->tag_update(scene, LightManager::SHADER_COMPILED);
+ }
}
- /* setup shader engine */
- og->ss = ss;
- og->ts = ts;
- og->services = services;
-
- int background_id = scene->shader_manager->get_shader_id(background_shader);
- og->background_state = og->surface_state[background_id & SHADER_MASK];
- og->use = true;
-
- foreach (Shader *shader, scene->shaders)
- shader->clear_modified();
-
- update_flags = UPDATE_NONE;
-
/* add special builtin texture types */
services->textures.insert(ustring("@ao"), new OSLTextureHandle(OSLTextureHandle::AO));
services->textures.insert(ustring("@bevel"), new OSLTextureHandle(OSLTextureHandle::BEVEL));
- device_update_common(device, dscene, scene, progress);
-
{
/* Perform greedyjit optimization.
*
@@ -172,6 +154,43 @@ void OSLShaderManager::device_update_specific(Device *device,
}
}
+void OSLShaderManager::device_update_specific(Device *device,
+ DeviceScene *dscene,
+ Scene *scene,
+ Progress &progress)
+{
+ if (!need_update())
+ return;
+
+ scoped_callback_timer timer([scene](double time) {
+ if (scene->update_stats) {
+ scene->update_stats->osl.times.add_entry({"device_update", time});
+ }
+ });
+
+ device_free(device, dscene, scene);
+
+ OSLGlobals *og = (OSLGlobals *)device->get_cpu_osl_memory();
+ Shader *background_shader = scene->background->get_shader(scene);
+
+ /* Setup shader engine. */
+ og->ss = ss;
+ og->ts = ts;
+ og->services = services;
+
+ const int background_id = scene->shader_manager->get_shader_id(background_shader);
+ og->background_state = og->surface_state[background_id & SHADER_MASK];
+ og->use = true;
+
+ foreach (Shader *shader, scene->shaders) {
+ shader->clear_modified();
+ }
+
+ update_flags = UPDATE_NONE;
+
+ device_update_common(device, dscene, scene, progress);
+}
+
void OSLShaderManager::device_free(Device *device, DeviceScene *dscene, Scene *scene)
{
OSLGlobals *og = (OSLGlobals *)device->get_cpu_osl_memory();
diff --git a/intern/cycles/render/osl.h b/intern/cycles/render/osl.h
index dfeec54d915..019dca16df7 100644
--- a/intern/cycles/render/osl.h
+++ b/intern/cycles/render/osl.h
@@ -79,6 +79,8 @@ class OSLShaderManager : public ShaderManager {
return true;
}
+ void host_update_specific(Device *device, Scene *scene, Progress &progress) override;
+
void device_update_specific(Device *device,
DeviceScene *dscene,
Scene *scene,
diff --git a/intern/cycles/render/scene.cpp b/intern/cycles/render/scene.cpp
index eeb92122825..e65f542bd2e 100644
--- a/intern/cycles/render/scene.cpp
+++ b/intern/cycles/render/scene.cpp
@@ -228,6 +228,22 @@ void Scene::free_memory(bool final)
}
}
+void Scene::host_update(Device *device, Progress &progress)
+{
+ if (update_stats) {
+ update_stats->clear();
+ }
+
+ scoped_callback_timer timer([this](double time) {
+ if (update_stats) {
+ update_stats->scene.times.add_entry({"host_update", time});
+ }
+ });
+
+ progress.set_status("Updating Shaders");
+ shader_manager->host_update(device, this, progress);
+}
+
void Scene::device_update(Device *device_, Progress &progress)
{
if (!device)
@@ -235,10 +251,6 @@ void Scene::device_update(Device *device_, Progress &progress)
bool print_stats = need_data_update();
- if (update_stats) {
- update_stats->clear();
- }
-
scoped_callback_timer timer([this, print_stats](double time) {
if (update_stats) {
update_stats->scene.times.add_entry({"device_update", time});
@@ -537,11 +549,17 @@ bool Scene::update(Progress &progress)
return false;
}
- /* Load render kernels, before device update where we upload data to the GPU. */
+ /* Update scene data on the host side.
+ * Only updates which do not depend on the kernel (including kernel features). */
+ progress.set_status("Updating Scene");
+ MEM_GUARDED_CALL(&progress, host_update, device, progress);
+
+ /* Load render kernels. After host scene update so that the required kernel features are known.
+ */
load_kernels(progress, false);
- /* Upload scene data to the GPU. */
- progress.set_status("Updating Scene");
+ /* Upload scene data to the device. */
+ progress.set_status("Updating Scene Device");
MEM_GUARDED_CALL(&progress, device_update, device, progress);
return true;
diff --git a/intern/cycles/render/scene.h b/intern/cycles/render/scene.h
index 001da31e893..83abb4c28db 100644
--- a/intern/cycles/render/scene.h
+++ b/intern/cycles/render/scene.h
@@ -251,6 +251,10 @@ class Scene : public NodeOwner {
Scene(const SceneParams &params, Device *device);
~Scene();
+ /* NOTE: Device can only use used to access invariant data. For example, OSL globals is valid
+ * but anything what is related on kernel and kernel features is not. */
+ void host_update(Device *device, Progress &progress);
+
void device_update(Device *device, Progress &progress);
bool need_global_attribute(AttributeStandard std);
diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp
index 23786a3390f..cf18b269d4c 100644
--- a/intern/cycles/render/shader.cpp
+++ b/intern/cycles/render/shader.cpp
@@ -462,10 +462,7 @@ int ShaderManager::get_shader_id(Shader *shader, bool smooth)
return id;
}
-void ShaderManager::device_update(Device *device,
- DeviceScene *dscene,
- Scene *scene,
- Progress &progress)
+void ShaderManager::host_update(Device *device, Scene *scene, Progress &progress)
{
if (!need_update()) {
return;
@@ -483,6 +480,18 @@ void ShaderManager::device_update(Device *device,
assert(scene->default_background->reference_count() != 0);
assert(scene->default_empty->reference_count() != 0);
+ host_update_specific(device, scene, progress);
+}
+
+void ShaderManager::device_update(Device *device,
+ DeviceScene *dscene,
+ Scene *scene,
+ Progress &progress)
+{
+ if (!need_update()) {
+ return;
+ }
+
device_update_specific(device, dscene, scene, progress);
}
diff --git a/intern/cycles/render/shader.h b/intern/cycles/render/shader.h
index 5f9adea3949..db5e06a715e 100644
--- a/intern/cycles/render/shader.h
+++ b/intern/cycles/render/shader.h
@@ -193,6 +193,9 @@ class ShaderManager {
return false;
}
+ void host_update(Device *device, Scene *scene, Progress &progress);
+ virtual void host_update_specific(Device *device, Scene *scene, Progress &progress) = 0;
+
/* device update */
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
virtual void device_update_specific(Device *device,
diff --git a/intern/cycles/render/svm.cpp b/intern/cycles/render/svm.cpp
index 2379eb775a0..efbc446fc49 100644
--- a/intern/cycles/render/svm.cpp
+++ b/intern/cycles/render/svm.cpp
@@ -47,10 +47,10 @@ void SVMShaderManager::reset(Scene * /*scene*/)
{
}
-void SVMShaderManager::device_update_shader(Scene *scene,
- Shader *shader,
- Progress *progress,
- array<int4> *svm_nodes)
+static void host_compile_shader(Scene *scene,
+ Shader *shader,
+ Progress *progress,
+ array<int4> *svm_nodes)
{
if (progress->get_cancel()) {
return;
@@ -69,6 +69,32 @@ void SVMShaderManager::device_update_shader(Scene *scene,
<< summary.full_report();
}
+void SVMShaderManager::host_update_specific(Device * /*device*/, Scene *scene, Progress &progress)
+{
+ if (!need_update()) {
+ return;
+ }
+
+ scoped_callback_timer timer([scene](double time) {
+ if (scene->update_stats) {
+ scene->update_stats->svm.times.add_entry({"host_update", time});
+ }
+ });
+
+ const int num_shaders = scene->shaders.size();
+
+ VLOG(1) << "Total " << num_shaders << " shaders.";
+
+ /* Build all shaders. */
+ TaskPool task_pool;
+ shader_svm_nodes_.resize(num_shaders);
+ for (int i = 0; i < num_shaders; i++) {
+ task_pool.push(function_bind(
+ host_compile_shader, scene, scene->shaders[i], &progress, &shader_svm_nodes_[i]));
+ }
+ task_pool.wait_work();
+}
+
void SVMShaderManager::device_update_specific(Device *device,
DeviceScene *dscene,
Scene *scene,
@@ -92,19 +118,6 @@ void SVMShaderManager::device_update_specific(Device *device,
/* test if we need to update */
device_free(device, dscene, scene);
- /* Build all shaders. */
- TaskPool task_pool;
- vector<array<int4>> shader_svm_nodes(num_shaders);
- for (int i = 0; i < num_shaders; i++) {
- task_pool.push(function_bind(&SVMShaderManager::device_update_shader,
- this,
- scene,
- scene->shaders[i],
- &progress,
- &shader_svm_nodes[i]));
- }
- task_pool.wait_work();
-
if (progress.get_cancel()) {
return;
}
@@ -114,7 +127,7 @@ void SVMShaderManager::device_update_specific(Device *device,
int svm_nodes_size = num_shaders;
for (int i = 0; i < num_shaders; i++) {
/* Since we're not copying the local jump node, the size ends up being one node lower. */
- svm_nodes_size += shader_svm_nodes[i].size() - 1;
+ svm_nodes_size += shader_svm_nodes_[i].size() - 1;
}
int4 *svm_nodes = dscene->svm_nodes.alloc(svm_nodes_size);
@@ -132,22 +145,22 @@ void SVMShaderManager::device_update_specific(Device *device,
* Each compiled shader starts with a jump node that has offsets local
* to the shader, so copy those and add the offset into the global node list. */
int4 &global_jump_node = svm_nodes[shader->id];
- int4 &local_jump_node = shader_svm_nodes[i][0];
+ int4 &local_jump_node = shader_svm_nodes_[i][0];
global_jump_node.x = NODE_SHADER_JUMP;
global_jump_node.y = local_jump_node.y - 1 + node_offset;
global_jump_node.z = local_jump_node.z - 1 + node_offset;
global_jump_node.w = local_jump_node.w - 1 + node_offset;
- node_offset += shader_svm_nodes[i].size() - 1;
+ node_offset += shader_svm_nodes_[i].size() - 1;
}
/* Copy the nodes of each shader into the correct location. */
svm_nodes += num_shaders;
for (int i = 0; i < num_shaders; i++) {
- int shader_size = shader_svm_nodes[i].size() - 1;
+ int shader_size = shader_svm_nodes_[i].size() - 1;
- memcpy(svm_nodes, &shader_svm_nodes[i][1], sizeof(int4) * shader_size);
+ memcpy(svm_nodes, &shader_svm_nodes_[i][1], sizeof(int4) * shader_size);
svm_nodes += shader_size;
}
@@ -161,6 +174,8 @@ void SVMShaderManager::device_update_specific(Device *device,
update_flags = UPDATE_NONE;
+ shader_svm_nodes_.clear();
+
VLOG(1) << "Shader manager updated " << num_shaders << " shaders in " << time_dt() - start_time
<< " seconds.";
}
diff --git a/intern/cycles/render/svm.h b/intern/cycles/render/svm.h
index 0353c393ae4..e3c42b5a45a 100644
--- a/intern/cycles/render/svm.h
+++ b/intern/cycles/render/svm.h
@@ -46,6 +46,8 @@ class SVMShaderManager : public ShaderManager {
void reset(Scene *scene) override;
+ void host_update_specific(Device *device, Scene *scene, Progress &progress) override;
+
void device_update_specific(Device *device,
DeviceScene *dscene,
Scene *scene,
@@ -53,10 +55,11 @@ class SVMShaderManager : public ShaderManager {
void device_free(Device *device, DeviceScene *dscene, Scene *scene) override;
protected:
- void device_update_shader(Scene *scene,
- Shader *shader,
- Progress *progress,
- array<int4> *svm_nodes);
+ /* Compiled shader nodes.
+ *
+ * The compilation happens in the `host_update_specific()`, and the `device_update_specific()`
+ * moves these nodes to the device. */
+ vector<array<int4>> shader_svm_nodes_;
};
/* Graph Compiler */