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Diffstat (limited to 'intern/cycles/render/session.cpp')
-rw-r--r--intern/cycles/render/session.cpp160
1 files changed, 2 insertions, 158 deletions
diff --git a/intern/cycles/render/session.cpp b/intern/cycles/render/session.cpp
index 70c4214c684..c22e29043d3 100644
--- a/intern/cycles/render/session.cpp
+++ b/intern/cycles/render/session.cpp
@@ -90,10 +90,6 @@ Session::Session(const SessionParams &params_)
gpu_draw_ready = false;
gpu_need_display_buffer_update = false;
pause = false;
- kernels_loaded = false;
-
- /* TODO(sergey): Check if it's indeed optimal value for the split kernel. */
- max_closure_global = 1;
}
Session::~Session()
@@ -767,95 +763,6 @@ void Session::run_cpu()
update_progressive_refine(true);
}
-DeviceRequestedFeatures Session::get_requested_device_features()
-{
- /* TODO(sergey): Consider moving this to the Scene level. */
- DeviceRequestedFeatures requested_features;
- requested_features.experimental = params.experimental;
-
- scene->shader_manager->get_requested_features(scene, &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 = scene->need_motion() == Scene::MotionType::MOTION_BLUR;
- requested_features.use_hair = false;
- requested_features.use_hair_thick = (scene->params.hair_shape == CURVE_THICK);
- requested_features.use_object_motion = false;
- requested_features.use_camera_motion = use_motion && scene->camera->use_motion();
- foreach (Object *object, scene->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 = scene->light_manager->has_background_light(scene);
-
- BakeManager *bake_manager = scene->bake_manager;
- requested_features.use_baking = bake_manager->get_baking();
- requested_features.use_integrator_branched = (scene->integrator->method ==
- Integrator::BRANCHED_PATH);
- if (params.denoising.use || params.denoising.store_passes) {
- requested_features.use_denoising = true;
- requested_features.use_shadow_tricks = true;
- }
-
- return requested_features;
-}
-
-bool Session::load_kernels(bool lock_scene)
-{
- thread_scoped_lock scene_lock;
- if (lock_scene) {
- scene_lock = thread_scoped_lock(scene->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;
-}
-
void Session::run()
{
if (params.use_profiling && (params.device.type == DEVICE_CPU)) {
@@ -1032,39 +939,8 @@ bool Session::update_scene()
}
}
- /* update scene */
- if (scene->need_update()) {
- /* Updated used shader tag so we know which features are need for the kernel. */
- scene->shader_manager->update_shaders_used(scene);
-
- /* Update max_closures. */
- KernelIntegrator *kintegrator = &scene->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(false);
-
- progress.set_status("Updating Scene");
- MEM_GUARDED_CALL(&progress, scene->device_update, device, progress);
-
- DeviceKernelStatus kernel_switch_status = device->get_active_kernel_switch_state();
- bool 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("");
- }
-
+ bool kernel_switch_needed = false;
+ if (scene->update(progress, kernel_switch_needed)) {
if (kernel_switch_needed) {
reset(tile_manager.params, params.samples);
}
@@ -1334,36 +1210,4 @@ void Session::collect_statistics(RenderStats *render_stats)
}
}
-int Session::get_max_closure_count()
-{
- if (scene->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 < scene->shaders.size(); i++) {
- Shader *shader = scene->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