/* * Copyright 2011-2021 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. */ #pragma once #include "integrator/adaptive_sampling.h" #include "integrator/denoiser.h" /* For DenoiseParams. */ #include "session/buffers.h" #include "util/string.h" CCL_NAMESPACE_BEGIN class SessionParams; class TileManager; class RenderWork { public: int resolution_divider = 1; /* Initialize render buffers. * Includes steps like zeroing the buffer on the device, and optional reading of pixels from the * baking target. */ bool init_render_buffers = false; /* Path tracing samples information. */ struct { int start_sample = 0; int num_samples = 0; int sample_offset = 0; } path_trace; struct { /* Check for convergency and filter the mask. */ bool filter = false; float threshold = 0.0f; /* Reset convergency flag when filtering, forcing a re-check of whether pixel did converge. */ bool reset = false; } adaptive_sampling; struct { bool postprocess = false; } cryptomatte; /* Work related on the current tile. */ struct { /* Write render buffers of the current tile. * * It is up to the path trace to decide whether writing should happen via user-provided * callback into the rendering software, or via tile manager into a partial file. */ bool write = false; bool denoise = false; } tile; /* Work related on the full-frame render buffer. */ struct { /* Write full render result. * Implies reading the partial file from disk. */ bool write = false; } full; /* Display which is used to visualize render result. */ struct { /* Display needs to be updated for the new render. */ bool update = false; /* Display can use denoised result if available. */ bool use_denoised_result = true; } display; /* Re-balance multi-device scheduling after rendering this work. * Note that the scheduler does not know anything about devices, so if there is only a single * device used, then it is up for the PathTracer to ignore the balancing. */ bool rebalance = false; /* Conversion to bool, to simplify checks about whether there is anything to be done for this * work. */ inline operator bool() const { return path_trace.num_samples || adaptive_sampling.filter || display.update || tile.denoise || tile.write || full.write; } }; class RenderScheduler { public: RenderScheduler(TileManager &tile_manager, const SessionParams ¶ms); /* Specify whether cryptomatte-related works are to be scheduled. */ void set_need_schedule_cryptomatte(bool need_schedule_cryptomatte); /* Allows to disable work re-balancing works, allowing to schedule as much to a single device * as possible. */ void set_need_schedule_rebalance(bool need_schedule_rebalance); bool is_background() const; void set_denoiser_params(const DenoiseParams ¶ms); void set_adaptive_sampling(const AdaptiveSampling &adaptive_sampling); bool is_adaptive_sampling_used() const; /* Start sample for path tracing. * The scheduler will schedule work using this sample as the first one. */ void set_start_sample(int start_sample); int get_start_sample() const; /* Number of samples to render, starting from start sample. * The scheduler will schedule work in the range of * [start_sample, start_sample + num_samples - 1], inclusively. */ void set_num_samples(int num_samples); int get_num_samples() const; void set_sample_offset(int sample_offset); int get_sample_offset() const; /* Time limit for the path tracing tasks, in minutes. * Zero disables the limit. */ void set_time_limit(double time_limit); double get_time_limit() const; /* Get sample up to which rendering has been done. * This is an absolute 0-based value. * * For example, if start sample is 10 and and 5 samples were rendered, then this call will * return 14. * * If there were no samples rendered, then the behavior is undefined. */ int get_rendered_sample() const; /* Get number of samples rendered within the current scheduling session. * * For example, if start sample is 10 and and 5 samples were rendered, then this call will * return 5. * * Note that this is based on the scheduling information. In practice this means that if someone * requested for work to render the scheduler considers the work done. */ int get_num_rendered_samples() const; /* Reset scheduler, indicating that rendering will happen from scratch. * Resets current rendered state, as well as scheduling information. */ void reset(const BufferParams &buffer_params, int num_samples, int sample_offset); /* Reset scheduler upon switching to a next tile. * Will keep the same number of samples and full-frame render parameters, but will reset progress * and allow schedule renders works from the beginning of the new tile. */ void reset_for_next_tile(); /* Reschedule adaptive sampling work when all pixels did converge. * If there is nothing else to be done for the adaptive sampling (pixels did converge to the * final threshold) then false is returned and the render scheduler will stop scheduling path * tracing works. Otherwise will modify the work's adaptive sampling settings to continue with * a lower threshold. */ bool render_work_reschedule_on_converge(RenderWork &render_work); /* Reschedule adaptive sampling work when the device is mostly on idle, but not all pixels yet * converged. * If re-scheduling is not possible (adaptive sampling is happening with the final threshold, and * the path tracer is to finish the current pixels) then false is returned. */ bool render_work_reschedule_on_idle(RenderWork &render_work); /* Reschedule work when rendering has been requested to cancel. * * Will skip all work which is not needed anymore because no more samples will be added (for * example, adaptive sampling filtering and convergence check will be skipped). * Will enable all work needed to make sure all passes are communicated to the software. * * NOTE: Should be used before passing work to `PathTrace::render_samples()`. */ void render_work_reschedule_on_cancel(RenderWork &render_work); RenderWork get_render_work(); /* Report that the path tracer started to work, after scene update and loading kernels. */ void report_work_begin(const RenderWork &render_work); /* Report time (in seconds) which corresponding part of work took. */ void report_path_trace_time(const RenderWork &render_work, double time, bool is_cancelled); void report_path_trace_occupancy(const RenderWork &render_work, float occupancy); void report_adaptive_filter_time(const RenderWork &render_work, double time, bool is_cancelled); void report_denoise_time(const RenderWork &render_work, double time); void report_display_update_time(const RenderWork &render_work, double time); void report_rebalance_time(const RenderWork &render_work, double time, bool balance_changed); /* Generate full multi-line report of the rendering process, including rendering parameters, * times, and so on. */ string full_report() const; protected: /* Check whether all work has been scheduled and time limit was not exceeded. * * NOTE: Tricky bit: if the time limit was reached the done() is considered to be true, but some * extra work needs to be scheduled to denoise and write final result. */ bool done() const; /* Update scheduling state for a newly scheduled work. * Takes care of things like checking whether work was ever denoised, tile was written and states * like that. */ void update_state_for_render_work(const RenderWork &render_work); /* Returns true if any work was scheduled. */ bool set_postprocess_render_work(RenderWork *render_work); /* Set work which is to be performed after all tiles has been rendered. */ void set_full_frame_render_work(RenderWork *render_work); /* Update start resolution divider based on the accumulated timing information, preserving nice * feeling navigation feel. */ void update_start_resolution_divider(); /* Calculate desired update interval in seconds based on the current timings and settings. * Will give an interval which provides good feeling updates during viewport navigation. */ double guess_viewport_navigation_update_interval_in_seconds() const; /* Check whether denoising is active during interactive update while resolution divider is not * unit. */ bool is_denoise_active_during_update() const; /* Heuristic which aims to give perceptually pleasant update of display interval in a way that at * lower samples and near the beginning of rendering, updates happen more often, but with higher * number of samples and later in the render, updates happen less often but device occupancy * goes higher. */ double guess_display_update_interval_in_seconds() const; double guess_display_update_interval_in_seconds_for_num_samples(int num_rendered_samples) const; double guess_display_update_interval_in_seconds_for_num_samples_no_limit( int num_rendered_samples) const; /* Calculate number of samples which can be rendered within current desired update interval which * is calculated by `guess_update_interval_in_seconds()`. */ int calculate_num_samples_per_update() const; /* Get start sample and the number of samples which are to be path traces in the current work. */ int get_start_sample_to_path_trace() const; int get_num_samples_to_path_trace() const; /* Calculate how many samples there are to be rendered for the very first path trace after reset. */ int get_num_samples_during_navigation(int resolution_divier) const; /* Whether adaptive sampling convergence check and filter is to happen. */ bool work_need_adaptive_filter() const; /* Calculate threshold for adaptive sampling. */ float work_adaptive_threshold() const; /* Check whether current work needs denoising. * Denoising is not needed if the denoiser is not configured, or when denoising is happening too * often. * * The delayed will be true when the denoiser is configured for use, but it was delayed for a * later sample, to reduce overhead. * * ready_to_display will be false if we may have a denoised result that is outdated due to * increased samples. */ bool work_need_denoise(bool &delayed, bool &ready_to_display); /* Check whether current work need to update display. * * The `denoiser_delayed` is what `work_need_denoise()` returned as delayed denoiser flag. */ bool work_need_update_display(const bool denoiser_delayed); /* Check whether it is time to perform rebalancing for the render work, */ bool work_need_rebalance(); /* Check whether timing of the given work are usable to store timings in the `first_render_time_` * for the resolution divider calculation. */ bool work_is_usable_for_first_render_estimation(const RenderWork &render_work); /* Check whether timing report about the given work need to reset accumulated average time. */ bool work_report_reset_average(const RenderWork &render_work); /* CHeck whether render time limit has been reached (or exceeded), and if so store related * information in the state so that rendering is considered finished, and is possible to report * average render time information. */ void check_time_limit_reached(); /* Helper class to keep track of task timing. * * Contains two parts: wall time and average. The wall time is an actual wall time of how long it * took to complete all tasks of a type. Is always advanced when PathTracer reports time update. * * The average time is used for scheduling purposes. It is estimated to be a time of how long it * takes to perform task on the final resolution. */ class TimeWithAverage { public: inline void reset() { total_wall_time_ = 0.0; average_time_accumulator_ = 0.0; num_average_times_ = 0; } inline void add_wall(double time) { total_wall_time_ += time; } inline void add_average(double time, int num_measurements = 1) { average_time_accumulator_ += time; num_average_times_ += num_measurements; } inline double get_wall() const { return total_wall_time_; } inline double get_average() const { if (num_average_times_ == 0) { return 0; } return average_time_accumulator_ / num_average_times_; } inline void reset_average() { average_time_accumulator_ = 0.0; num_average_times_ = 0; } protected: double total_wall_time_ = 0.0; double average_time_accumulator_ = 0.0; int num_average_times_ = 0; }; struct { int resolution_divider = 1; /* Number of rendered samples on top of the start sample. */ int num_rendered_samples = 0; /* Point in time the latest PathTraceDisplay work has been scheduled. */ double last_display_update_time = 0.0; /* Value of -1 means display was never updated. */ int last_display_update_sample = -1; /* Point in time at which last rebalance has been performed. */ double last_rebalance_time = 0.0; /* Number of rebalance works which has been requested to be performed. * The path tracer might ignore the work if there is a single device rendering. */ int num_rebalance_requested = 0; /* Number of rebalance works handled which did change balance across devices. */ int num_rebalance_changes = 0; bool need_rebalance_at_next_work = false; /* Denotes whether the latest performed rebalance work cause an actual rebalance of work across * devices. */ bool last_rebalance_changed = false; /* Threshold for adaptive sampling which will be scheduled to work when not using progressive * noise floor. */ float adaptive_sampling_threshold = 0.0f; bool last_work_tile_was_denoised = false; bool tile_result_was_written = false; bool postprocess_work_scheduled = false; bool full_frame_work_scheduled = false; bool full_frame_was_written = false; bool path_trace_finished = false; bool time_limit_reached = false; /* Time at which rendering started and finished. */ double start_render_time = 0.0; double end_render_time = 0.0; /* Measured occupancy of the render devices measured normalized to the number of samples. * * In a way it is "trailing": when scheduling new work this occupancy is measured when the * previous work was rendered. */ int occupancy_num_samples = 0; float occupancy = 1.0f; } state_; /* Timing of tasks which were performed at the very first render work at 100% of the * resolution. This timing information is used to estimate resolution divider for fats * navigation. */ struct { double path_trace_per_sample; double denoise_time; double display_update_time; } first_render_time_; TimeWithAverage path_trace_time_; TimeWithAverage adaptive_filter_time_; TimeWithAverage denoise_time_; TimeWithAverage display_update_time_; TimeWithAverage rebalance_time_; /* Whether cryptomatte-related work will be scheduled. */ bool need_schedule_cryptomatte_ = false; /* Whether to schedule device load rebalance works. * Rebalancing requires some special treatment for update intervals and such, so if it's known * that the rebalance will be ignored (due to single-device rendering i.e.) is better to fully * ignore rebalancing logic. */ bool need_schedule_rebalance_works_ = false; /* Path tracing work will be scheduled for samples from within * [start_sample_, start_sample_ + num_samples_ - 1] range, inclusively. */ int start_sample_ = 0; int num_samples_ = 0; int sample_offset_ = 0; /* Limit in seconds for how long path tracing is allowed to happen. * Zero means no limit is applied. */ double time_limit_ = 0.0; /* Headless rendering without interface. */ bool headless_; /* Background (offline) rendering. */ bool background_; /* Pixel size is used to force lower resolution render for final pass. Useful for retina or other * types of hi-dpi displays. */ int pixel_size_ = 1; TileManager &tile_manager_; BufferParams buffer_params_; DenoiseParams denoiser_params_; AdaptiveSampling adaptive_sampling_; /* Progressively lower adaptive sampling threshold level, keeping the image at a uniform noise * level. */ bool use_progressive_noise_floor_ = false; /* Default value for the resolution divider which will be used when there is no render time * information available yet. * It is also what defines the upper limit of the automatically calculated resolution divider. */ int default_start_resolution_divider_ = 1; /* Initial resolution divider which will be used on render scheduler reset. */ int start_resolution_divider_ = 0; /* Calculate smallest resolution divider which will bring down actual rendering time below the * desired one. This call assumes linear dependency of render time from number of pixels * (quadratic dependency from the resolution divider): resolution divider of 2 brings render time * down by a factor of 4. */ int calculate_resolution_divider_for_time(double desired_time, double actual_time); }; int calculate_resolution_divider_for_resolution(int width, int height, int resolution); int calculate_resolution_for_divider(int width, int height, int resolution_divider); CCL_NAMESPACE_END