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Diffstat (limited to 'intern/cycles/scene/geometry.cpp')
-rw-r--r--intern/cycles/scene/geometry.cpp2222
1 files changed, 2222 insertions, 0 deletions
diff --git a/intern/cycles/scene/geometry.cpp b/intern/cycles/scene/geometry.cpp
new file mode 100644
index 00000000000..90f1e1cb021
--- /dev/null
+++ b/intern/cycles/scene/geometry.cpp
@@ -0,0 +1,2222 @@
+/*
+ * 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/pointcloud.h"
+#include "scene/scene.h"
+#include "scene/shader.h"
+#include "scene/shader_nodes.h"
+#include "scene/stats.h"
+#include "scene/volume.h"
+
+#include "subd/patch_table.h"
+#include "subd/split.h"
+
+#include "kernel/osl/globals.h"
+
+#include "util/foreach.h"
+#include "util/log.h"
+#include "util/progress.h"
+#include "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_METAL || layout == BVH_LAYOUT_MULTI_OPTIX_EMBREE ||
+ layout == BVH_LAYOUT_MULTI_METAL || layout == BVH_LAYOUT_MULTI_METAL_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.use_compact_structure = params->use_bvh_compact_structure;
+ 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.num_motion_point_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_float4_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_float4_size += size * 4;
+ }
+ else if (mattr->type == TypeFloat4 || mattr->type == TypeRGBA) {
+ *attr_float4_size += size;
+ }
+ 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<packed_float3> &attr_float3,
+ size_t &attr_float3_offset,
+ device_vector<float4> &attr_float4,
+ size_t &attr_float4_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_float4_offset;
+
+ assert(attr_float4.size() >= offset + size * 3);
+ if (mattr->modified) {
+ for (size_t k = 0; k < size * 3; k++) {
+ attr_float4[offset + k] = (&tfm->x)[k];
+ }
+ }
+ attr_float4_offset += size * 3;
+ }
+ else if (mattr->type == TypeFloat4 || mattr->type == TypeRGBA) {
+ float4 *data = mattr->data_float4();
+ offset = attr_float4_offset;
+
+ assert(attr_float4.size() >= offset + size);
+ if (mattr->modified) {
+ for (size_t k = 0; k < size; k++) {
+ attr_float4[offset + k] = data[k];
+ }
+ }
+ attr_float4_offset += size;
+ }
+ else {
+ float3 *data = mattr->data_float3();
+ 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 if (geom->is_pointcloud()) {
+ if (element == ATTR_ELEMENT_VERTEX)
+ offset -= geom->prim_offset;
+ else if (element == ATTR_ELEMENT_VERTEX_MOTION)
+ offset -= geom->prim_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 &param = 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_float4_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_float4_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_float4_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_float4_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_float4.alloc(attr_float4_size);
+ dscene->attributes_uchar4.alloc(attr_uchar4_size);
+
+ /* The order of those flags needs to match that of AttrKernelDataType. */
+ const bool attributes_need_realloc[AttrKernelDataType::NUM] = {
+ dscene->attributes_float.need_realloc(),
+ dscene->attributes_float2.need_realloc(),
+ dscene->attributes_float3.need_realloc(),
+ dscene->attributes_float4.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_float4_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_float4,
+ attr_float4_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_float4,
+ attr_float4_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_float4,
+ attr_float4_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_float4.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_geom_offsets(device, dscene, scene);
+}
+
+void GeometryManager::geom_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 point_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();
+ }
+ else if (geom->is_pointcloud()) {
+ PointCloud *pointcloud = static_cast<PointCloud *>(geom);
+
+ prim_offset_changed = (pointcloud->prim_offset != point_size);
+
+ pointcloud->prim_offset = point_size;
+ point_size += pointcloud->num_points();
+ }
+
+ 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 point_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();
+ }
+ else if (geom->is_pointcloud()) {
+ PointCloud *pointcloud = static_cast<PointCloud *>(geom);
+ point_size += pointcloud->num_points();
+ }
+ }
+
+ /* Fill in all the arrays. */
+ if (tri_size != 0) {
+ /* normals */
+ progress.set_status("Updating Mesh", "Computing normals");
+
+ packed_float3 *tri_verts = dscene->tri_verts.alloc(tri_size * 3);
+ uint *tri_shader = dscene->tri_shader.alloc(tri_size);
+ packed_float3 *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 (point_size != 0) {
+ progress.set_status("Updating Mesh", "Copying Point clouds to device");
+
+ float4 *points = dscene->points.alloc(point_size);
+ uint *points_shader = dscene->points_shader.alloc(point_size);
+
+ foreach (Geometry *geom, scene->geometry) {
+ if (geom->is_pointcloud()) {
+ PointCloud *pointcloud = static_cast<PointCloud *>(geom);
+ pointcloud->pack(
+ scene, &points[pointcloud->prim_offset], &points_shader[pointcloud->prim_offset]);
+ if (progress.get_cancel())
+ return;
+ }
+ }
+
+ dscene->points.copy_to_device();
+ dscene->points_shader.copy_to_device();
+ }
+
+ 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.num_motion_point_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 ||
+ bparams.bvh_layout == BVHLayout::BVH_LAYOUT_METAL);
+
+ 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),
+ DEVICE_POINT_DATA_MODIFIED = (1 << 2),
+
+ ATTR_FLOAT_MODIFIED = (1 << 3),
+ ATTR_FLOAT2_MODIFIED = (1 << 4),
+ ATTR_FLOAT3_MODIFIED = (1 << 5),
+ ATTR_FLOAT4_MODIFIED = (1 << 6),
+ ATTR_UCHAR4_MODIFIED = (1 << 7),
+
+ CURVE_DATA_NEED_REALLOC = (1 << 8),
+ MESH_DATA_NEED_REALLOC = (1 << 9),
+ POINT_DATA_NEED_REALLOC = (1 << 10),
+
+ ATTR_FLOAT_NEEDS_REALLOC = (1 << 11),
+ ATTR_FLOAT2_NEEDS_REALLOC = (1 << 12),
+ ATTR_FLOAT3_NEEDS_REALLOC = (1 << 13),
+ ATTR_FLOAT4_NEEDS_REALLOC = (1 << 14),
+
+ ATTR_UCHAR4_NEEDS_REALLOC = (1 << 15),
+
+ ATTRS_NEED_REALLOC = (ATTR_FLOAT_NEEDS_REALLOC | ATTR_FLOAT2_NEEDS_REALLOC |
+ ATTR_FLOAT3_NEEDS_REALLOC | ATTR_FLOAT4_NEEDS_REALLOC |
+ ATTR_UCHAR4_NEEDS_REALLOC),
+ DEVICE_MESH_DATA_NEEDS_REALLOC = (MESH_DATA_NEED_REALLOC | ATTRS_NEED_REALLOC),
+ DEVICE_POINT_DATA_NEEDS_REALLOC = (POINT_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::FLOAT4: {
+ device_update_flags |= ATTR_FLOAT4_MODIFIED;
+ break;
+ }
+ case AttrKernelDataType::UCHAR4: {
+ device_update_flags |= ATTR_UCHAR4_MODIFIED;
+ break;
+ }
+ case AttrKernelDataType::NUM: {
+ 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::FLOAT4)) {
+ device_update_flags |= ATTR_FLOAT4_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 (geom->is_pointcloud()) {
+ PointCloud *pointcloud = static_cast<PointCloud *>(geom);
+
+ if (pointcloud->need_update_rebuild) {
+ device_update_flags |= DEVICE_POINT_DATA_NEEDS_REALLOC;
+ }
+ else if (pointcloud->is_modified()) {
+ device_update_flags |= DEVICE_POINT_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;
+ }
+
+ if (update_flags & (POINT_ADDED | POINT_REMOVED)) {
+ device_update_flags |= DEVICE_POINT_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 |
+ DEVICE_POINT_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 (device_update_flags & DEVICE_POINT_DATA_NEEDS_REALLOC) {
+ dscene->points.tag_realloc();
+ dscene->points_shader.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_FLOAT4_NEEDS_REALLOC) {
+ dscene->attributes_map.tag_realloc();
+ dscene->attributes_float4.tag_realloc();
+ }
+ else if (device_update_flags & ATTR_FLOAT4_MODIFIED) {
+ dscene->attributes_float4.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();
+ }
+
+ if (device_update_flags & DEVICE_POINT_DATA_MODIFIED) {
+ dscene->points.tag_modified();
+ dscene->points_shader.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()) {
+ /* Geometry-level check for hair shadow transparency.
+ * This matches the logic in the `Hair::update_shadow_transparency()`, avoiding access to
+ * possible non-loaded images. */
+ bool need_shadow_transparency = false;
+ if (geom->geometry_type == Geometry::HAIR) {
+ Hair *hair = static_cast<Hair *>(geom);
+ need_shadow_transparency = hair->need_shadow_transparency();
+ }
+
+ foreach (Node *node, geom->get_used_shaders()) {
+ Shader *shader = static_cast<Shader *>(node);
+ const bool is_true_displacement = (shader->has_displacement &&
+ shader->get_displacement_method() != DISPLACE_BUMP);
+ if (!is_true_displacement && !need_shadow_transparency) {
+ 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());
+ geom_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->points.clear_modified();
+ dscene->points_shader.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_float4.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->points.free_if_need_realloc(force_free);
+ dscene->points_shader.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_float4.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