/* * Copyright 2011-2013 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 #include "render/background.h" #include "render/bake.h" #include "render/camera.h" #include "render/curves.h" #include "device/device.h" #include "render/film.h" #include "render/integrator.h" #include "render/light.h" #include "render/mesh.h" #include "render/object.h" #include "render/osl.h" #include "render/particles.h" #include "render/scene.h" #include "render/shader.h" #include "render/svm.h" #include "render/tables.h" #include "util/util_foreach.h" #include "util/util_guarded_allocator.h" #include "util/util_logging.h" #include "util/util_progress.h" CCL_NAMESPACE_BEGIN DeviceScene::DeviceScene(Device *device) : bvh_nodes(device, "__bvh_nodes", MEM_GLOBAL), bvh_leaf_nodes(device, "__bvh_leaf_nodes", MEM_GLOBAL), object_node(device, "__object_node", MEM_GLOBAL), prim_tri_index(device, "__prim_tri_index", MEM_GLOBAL), prim_tri_verts(device, "__prim_tri_verts", MEM_GLOBAL), prim_type(device, "__prim_type", MEM_GLOBAL), prim_visibility(device, "__prim_visibility", MEM_GLOBAL), prim_index(device, "__prim_index", MEM_GLOBAL), prim_object(device, "__prim_object", MEM_GLOBAL), prim_time(device, "__prim_time", MEM_GLOBAL), tri_shader(device, "__tri_shader", MEM_GLOBAL), tri_vnormal(device, "__tri_vnormal", MEM_GLOBAL), tri_vindex(device, "__tri_vindex", MEM_GLOBAL), tri_patch(device, "__tri_patch", MEM_GLOBAL), tri_patch_uv(device, "__tri_patch_uv", MEM_GLOBAL), curves(device, "__curves", MEM_GLOBAL), curve_keys(device, "__curve_keys", MEM_GLOBAL), patches(device, "__patches", MEM_GLOBAL), objects(device, "__objects", MEM_GLOBAL), object_motion_pass(device, "__object_motion_pass", MEM_GLOBAL), object_motion(device, "__object_motion", MEM_GLOBAL), object_flag(device, "__object_flag", MEM_GLOBAL), camera_motion(device, "__camera_motion", MEM_GLOBAL), attributes_map(device, "__attributes_map", MEM_GLOBAL), attributes_float(device, "__attributes_float", MEM_GLOBAL), attributes_float2(device, "__attributes_float2", MEM_GLOBAL), attributes_float3(device, "__attributes_float3", MEM_GLOBAL), attributes_uchar4(device, "__attributes_uchar4", MEM_GLOBAL), light_distribution(device, "__light_distribution", MEM_GLOBAL), lights(device, "__lights", MEM_GLOBAL), light_background_marginal_cdf(device, "__light_background_marginal_cdf", MEM_GLOBAL), light_background_conditional_cdf(device, "__light_background_conditional_cdf", MEM_GLOBAL), particles(device, "__particles", MEM_GLOBAL), svm_nodes(device, "__svm_nodes", MEM_GLOBAL), shaders(device, "__shaders", MEM_GLOBAL), lookup_table(device, "__lookup_table", MEM_GLOBAL), sample_pattern_lut(device, "__sample_pattern_lut", MEM_GLOBAL), ies_lights(device, "__ies", MEM_GLOBAL) { memset((void *)&data, 0, sizeof(data)); } Scene::Scene(const SceneParams ¶ms_, Device *device) : name("Scene"), device(device), dscene(device), params(params_) { memset((void *)&dscene.data, 0, sizeof(dscene.data)); camera = new Camera(); dicing_camera = new Camera(); lookup_tables = new LookupTables(); film = new Film(); background = new Background(); light_manager = new LightManager(); geometry_manager = new GeometryManager(); object_manager = new ObjectManager(); integrator = new Integrator(); image_manager = new ImageManager(device->info); particle_system_manager = new ParticleSystemManager(); curve_system_manager = new CurveSystemManager(); bake_manager = new BakeManager(); /* OSL only works on the CPU */ if (device->info.has_osl) shader_manager = ShaderManager::create(params.shadingsystem); else shader_manager = ShaderManager::create(SHADINGSYSTEM_SVM); shader_manager->add_default(this); } Scene::~Scene() { free_memory(true); } void Scene::free_memory(bool final) { foreach (Shader *s, shaders) delete s; foreach (Geometry *g, geometry) delete g; foreach (Object *o, objects) delete o; foreach (Light *l, lights) delete l; foreach (ParticleSystem *p, particle_systems) delete p; shaders.clear(); geometry.clear(); objects.clear(); lights.clear(); particle_systems.clear(); if (device) { camera->device_free(device, &dscene, this); film->device_free(device, &dscene, this); background->device_free(device, &dscene); integrator->device_free(device, &dscene); object_manager->device_free(device, &dscene); geometry_manager->device_free(device, &dscene); shader_manager->device_free(device, &dscene, this); light_manager->device_free(device, &dscene); particle_system_manager->device_free(device, &dscene); curve_system_manager->device_free(device, &dscene); bake_manager->device_free(device, &dscene); if (!params.persistent_data || final) image_manager->device_free(device); else image_manager->device_free_builtin(device); lookup_tables->device_free(device, &dscene); } if (final) { delete lookup_tables; delete camera; delete dicing_camera; delete film; delete background; delete integrator; delete object_manager; delete geometry_manager; delete shader_manager; delete light_manager; delete particle_system_manager; delete curve_system_manager; delete image_manager; delete bake_manager; } } void Scene::device_update(Device *device_, Progress &progress) { if (!device) device = device_; bool print_stats = need_data_update(); /* The order of updates is important, because there's dependencies between * the different managers, using data computed by previous managers. * * - Image manager uploads images used by shaders. * - Camera may be used for adaptive subdivision. * - Displacement shader must have all shader data available. * - Light manager needs lookup tables and final mesh data to compute emission CDF. * - Film needs light manager to run for use_light_visibility * - Lookup tables are done a second time to handle film tables */ progress.set_status("Updating Shaders"); shader_manager->device_update(device, &dscene, this, progress); if (progress.get_cancel() || device->have_error()) return; progress.set_status("Updating Background"); background->device_update(device, &dscene, this); if (progress.get_cancel() || device->have_error()) return; progress.set_status("Updating Camera"); camera->device_update(device, &dscene, this); if (progress.get_cancel() || device->have_error()) return; geometry_manager->device_update_preprocess(device, this, progress); if (progress.get_cancel() || device->have_error()) return; progress.set_status("Updating Objects"); object_manager->device_update(device, &dscene, this, progress); if (progress.get_cancel() || device->have_error()) return; progress.set_status("Updating Hair Systems"); curve_system_manager->device_update(device, &dscene, this, progress); if (progress.get_cancel() || device->have_error()) return; progress.set_status("Updating Particle Systems"); particle_system_manager->device_update(device, &dscene, this, progress); if (progress.get_cancel() || device->have_error()) return; progress.set_status("Updating Meshes"); geometry_manager->device_update(device, &dscene, this, progress); if (progress.get_cancel() || device->have_error()) return; progress.set_status("Updating Objects Flags"); object_manager->device_update_flags(device, &dscene, this, progress); if (progress.get_cancel() || device->have_error()) return; progress.set_status("Updating Images"); image_manager->device_update(device, this, progress); if (progress.get_cancel() || device->have_error()) return; progress.set_status("Updating Camera Volume"); camera->device_update_volume(device, &dscene, this); if (progress.get_cancel() || device->have_error()) return; progress.set_status("Updating Lookup Tables"); lookup_tables->device_update(device, &dscene); if (progress.get_cancel() || device->have_error()) return; progress.set_status("Updating Lights"); light_manager->device_update(device, &dscene, this, progress); if (progress.get_cancel() || device->have_error()) return; progress.set_status("Updating Integrator"); integrator->device_update(device, &dscene, this); if (progress.get_cancel() || device->have_error()) return; progress.set_status("Updating Film"); film->device_update(device, &dscene, this); if (progress.get_cancel() || device->have_error()) return; progress.set_status("Updating Lookup Tables"); lookup_tables->device_update(device, &dscene); if (progress.get_cancel() || device->have_error()) return; progress.set_status("Updating Baking"); bake_manager->device_update(device, &dscene, this, progress); if (progress.get_cancel() || device->have_error()) return; if (device->have_error() == false) { progress.set_status("Updating Device", "Writing constant memory"); device->const_copy_to("__data", &dscene.data, sizeof(dscene.data)); } if (print_stats) { size_t mem_used = util_guarded_get_mem_used(); size_t mem_peak = util_guarded_get_mem_peak(); VLOG(1) << "System memory statistics after full device sync:\n" << " Usage: " << string_human_readable_number(mem_used) << " (" << string_human_readable_size(mem_used) << ")\n" << " Peak: " << string_human_readable_number(mem_peak) << " (" << string_human_readable_size(mem_peak) << ")"; } } Scene::MotionType Scene::need_motion() { if (integrator->motion_blur) return MOTION_BLUR; else if (Pass::contains(film->passes, PASS_MOTION)) return MOTION_PASS; else return MOTION_NONE; } float Scene::motion_shutter_time() { if (need_motion() == Scene::MOTION_PASS) return 2.0f; else return camera->shuttertime; } bool Scene::need_global_attribute(AttributeStandard std) { if (std == ATTR_STD_UV) return Pass::contains(film->passes, PASS_UV); else if (std == ATTR_STD_MOTION_VERTEX_POSITION) return need_motion() != MOTION_NONE; else if (std == ATTR_STD_MOTION_VERTEX_NORMAL) return need_motion() == MOTION_BLUR; return false; } void Scene::need_global_attributes(AttributeRequestSet &attributes) { for (int std = ATTR_STD_NONE; std < ATTR_STD_NUM; std++) if (need_global_attribute((AttributeStandard)std)) attributes.add((AttributeStandard)std); } bool Scene::need_update() { return (need_reset() || film->need_update); } bool Scene::need_data_update() { return (background->need_update || image_manager->need_update || object_manager->need_update || geometry_manager->need_update || light_manager->need_update || lookup_tables->need_update || integrator->need_update || shader_manager->need_update || particle_system_manager->need_update || curve_system_manager->need_update || bake_manager->need_update || film->need_update); } bool Scene::need_reset() { return need_data_update() || camera->need_update; } void Scene::reset() { shader_manager->reset(this); shader_manager->add_default(this); /* ensure all objects are updated */ camera->tag_update(); dicing_camera->tag_update(); film->tag_update(this); background->tag_update(this); integrator->tag_update(this); object_manager->tag_update(this); geometry_manager->tag_update(this); light_manager->tag_update(this); particle_system_manager->tag_update(this); curve_system_manager->tag_update(this); } void Scene::device_free() { free_memory(false); } void Scene::collect_statistics(RenderStats *stats) { geometry_manager->collect_statistics(this, stats); image_manager->collect_statistics(stats); } CCL_NAMESPACE_END