/* * 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 #include "render/buffers.h" #include "render/camera.h" #include "device/device.h" #include "render/graph.h" #include "render/integrator.h" #include "render/light.h" #include "render/mesh.h" #include "render/object.h" #include "render/scene.h" #include "render/session.h" #include "render/bake.h" #include "util/util_foreach.h" #include "util/util_function.h" #include "util/util_logging.h" #include "util/util_math.h" #include "util/util_opengl.h" #include "util/util_task.h" #include "util/util_time.h" CCL_NAMESPACE_BEGIN /* Note about preserve_tile_device option for tile manager: * progressive refine and viewport rendering does requires tiles to * always be allocated for the same device */ Session::Session(const SessionParams ¶ms_) : params(params_), tile_manager(params.progressive, params.samples, params.tile_size, params.start_resolution, params.background == false || params.progressive_refine, params.background, params.tile_order, max(params.device.multi_devices.size(), 1), params.pixel_size), stats(), profiler() { device_use_gl = ((params.device.type != DEVICE_CPU) && !params.background); TaskScheduler::init(params.threads); device = Device::create(params.device, stats, profiler, params.background); if (params.background && !params.write_render_cb) { buffers = NULL; display = NULL; } else { buffers = new RenderBuffers(device); display = new DisplayBuffer(device, params.display_buffer_linear); } session_thread = NULL; scene = NULL; reset_time = 0.0; last_update_time = 0.0; delayed_reset.do_reset = false; delayed_reset.samples = 0; display_outdated = false; gpu_draw_ready = false; gpu_need_display_buffer_update = false; pause = false; kernels_loaded = false; /* TODO(sergey): Check if it's indeed optimal value for the split kernel. */ max_closure_global = 1; } Session::~Session() { if (session_thread) { /* wait for session thread to end */ progress.set_cancel("Exiting"); gpu_need_display_buffer_update = false; gpu_need_display_buffer_update_cond.notify_all(); { thread_scoped_lock pause_lock(pause_mutex); pause = false; } pause_cond.notify_all(); wait(); } if (params.write_render_cb) { /* Copy to display buffer and write out image if requested */ delete display; display = new DisplayBuffer(device, false); display->reset(buffers->params); copy_to_display_buffer(params.samples); int w = display->draw_width; int h = display->draw_height; uchar4 *pixels = display->rgba_byte.copy_from_device(0, w, h); params.write_render_cb((uchar *)pixels, w, h, 4); } /* clean up */ tile_manager.device_free(); delete buffers; delete display; delete scene; delete device; TaskScheduler::exit(); } void Session::start() { if (!session_thread) { session_thread = new thread(function_bind(&Session::run, this)); } } bool Session::ready_to_reset() { double dt = time_dt() - reset_time; if (!display_outdated) return (dt > params.reset_timeout); else return (dt > params.cancel_timeout); } /* GPU Session */ void Session::reset_gpu(BufferParams &buffer_params, int samples) { thread_scoped_lock pause_lock(pause_mutex); /* block for buffer access and reset immediately. we can't do this * in the thread, because we need to allocate an OpenGL buffer, and * that only works in the main thread */ thread_scoped_lock display_lock(display_mutex); thread_scoped_lock buffers_lock(buffers_mutex); display_outdated = true; reset_time = time_dt(); reset_(buffer_params, samples); gpu_need_display_buffer_update = false; gpu_need_display_buffer_update_cond.notify_all(); pause_cond.notify_all(); } bool Session::draw_gpu(BufferParams &buffer_params, DeviceDrawParams &draw_params) { /* block for buffer access */ thread_scoped_lock display_lock(display_mutex); /* first check we already rendered something */ if (gpu_draw_ready) { /* then verify the buffers have the expected size, so we don't * draw previous results in a resized window */ if (buffer_params.width == display->params.width && buffer_params.height == display->params.height) { /* for CUDA we need to do tone-mapping still, since we can * only access GL buffers from the main thread. */ if (gpu_need_display_buffer_update) { thread_scoped_lock buffers_lock(buffers_mutex); copy_to_display_buffer(tile_manager.state.sample); gpu_need_display_buffer_update = false; gpu_need_display_buffer_update_cond.notify_all(); } display->draw(device, draw_params); if (display_outdated && (time_dt() - reset_time) > params.text_timeout) return false; return true; } } return false; } void Session::run_gpu() { bool tiles_written = false; reset_time = time_dt(); last_update_time = time_dt(); last_display_time = last_update_time; progress.set_render_start_time(); while (!progress.get_cancel()) { /* advance to next tile */ bool no_tiles = !tile_manager.next(); DeviceKernelStatus kernel_state = DEVICE_KERNEL_UNKNOWN; if (no_tiles) { kernel_state = device->get_active_kernel_switch_state(); } if (params.background) { /* if no work left and in background mode, we can stop immediately */ if (no_tiles) { progress.set_status("Finished"); break; } } /* Don't go in pause mode when image was rendered with preview kernels * When feature kernels become available the session will be reset. */ else if (no_tiles && kernel_state == DEVICE_KERNEL_WAITING_FOR_FEATURE_KERNEL) { time_sleep(0.1); } else if (no_tiles && kernel_state == DEVICE_KERNEL_FEATURE_KERNEL_AVAILABLE) { reset_gpu(tile_manager.params, params.samples); } else { /* if in interactive mode, and we are either paused or done for now, * wait for pause condition notify to wake up again */ thread_scoped_lock pause_lock(pause_mutex); if (!pause && !tile_manager.done()) { /* reset could have happened after no_tiles was set, before this lock. * in this case we shall not wait for pause condition */ } else if (pause || no_tiles) { update_status_time(pause, no_tiles); while (1) { scoped_timer pause_timer; pause_cond.wait(pause_lock); if (pause) { progress.add_skip_time(pause_timer, params.background); } update_status_time(pause, no_tiles); progress.set_update(); if (!pause) break; } } if (progress.get_cancel()) break; } if (!no_tiles) { /* update scene */ scoped_timer update_timer; if (update_scene()) { profiler.reset(scene->shaders.size(), scene->objects.size()); } progress.add_skip_time(update_timer, params.background); if (!device->error_message().empty()) progress.set_error(device->error_message()); if (progress.get_cancel()) break; /* buffers mutex is locked entirely while rendering each * sample, and released/reacquired on each iteration to allow * reset and draw in between */ thread_scoped_lock buffers_lock(buffers_mutex); /* avoid excessive denoising in viewport after reaching a certain amount of samples */ bool need_denoise = tile_manager.schedule_denoising || tile_manager.state.sample < 20 || (time_dt() - last_display_time) >= params.progressive_update_timeout; /* update status and timing */ update_status_time(); /* render */ render(); /* denoise */ if (need_denoise) { denoise(); } device->task_wait(); if (!device->error_message().empty()) progress.set_cancel(device->error_message()); /* update status and timing */ update_status_time(); gpu_need_display_buffer_update = need_denoise || !params.run_denoising; gpu_draw_ready = true; progress.set_update(); /* wait for until display buffer is updated */ if (!params.background) { while (gpu_need_display_buffer_update) { if (progress.get_cancel()) break; gpu_need_display_buffer_update_cond.wait(buffers_lock); } } if (!device->error_message().empty()) progress.set_error(device->error_message()); tiles_written = update_progressive_refine(progress.get_cancel()); if (progress.get_cancel()) break; } } if (!tiles_written) update_progressive_refine(true); } /* CPU Session */ void Session::reset_cpu(BufferParams &buffer_params, int samples) { thread_scoped_lock reset_lock(delayed_reset.mutex); thread_scoped_lock pause_lock(pause_mutex); display_outdated = true; reset_time = time_dt(); delayed_reset.params = buffer_params; delayed_reset.samples = samples; delayed_reset.do_reset = true; device->task_cancel(); pause_cond.notify_all(); } bool Session::draw_cpu(BufferParams &buffer_params, DeviceDrawParams &draw_params) { thread_scoped_lock display_lock(display_mutex); /* first check we already rendered something */ if (display->draw_ready()) { /* then verify the buffers have the expected size, so we don't * draw previous results in a resized window */ if (buffer_params.width == display->params.width && buffer_params.height == display->params.height) { display->draw(device, draw_params); if (display_outdated && (time_dt() - reset_time) > params.text_timeout) return false; return true; } } return false; } bool Session::acquire_tile(Device *tile_device, RenderTile &rtile, RenderTile::Task task) { if (progress.get_cancel()) { if (params.progressive_refine == false) { /* for progressive refine current sample should be finished for all tiles */ return false; } } thread_scoped_lock tile_lock(tile_mutex); /* get next tile from manager */ Tile *tile; int device_num = device->device_number(tile_device); while (!tile_manager.next_tile(tile, device_num, task == RenderTile::DENOISE)) { /* Wait for denoising tiles to become available */ if (task == RenderTile::DENOISE && !progress.get_cancel() && tile_manager.has_tiles()) { denoising_cond.wait(tile_lock); continue; } return false; } /* fill render tile */ rtile.x = tile_manager.state.buffer.full_x + tile->x; rtile.y = tile_manager.state.buffer.full_y + tile->y; rtile.w = tile->w; rtile.h = tile->h; rtile.start_sample = tile_manager.state.sample; rtile.num_samples = tile_manager.state.num_samples; rtile.resolution = tile_manager.state.resolution_divider; rtile.tile_index = tile->index; rtile.task = task; tile_lock.unlock(); /* in case of a permanent buffer, return it, otherwise we will allocate * a new temporary buffer */ if (buffers) { tile_manager.state.buffer.get_offset_stride(rtile.offset, rtile.stride); rtile.buffer = buffers->buffer.device_pointer; rtile.buffers = buffers; device->map_tile(tile_device, rtile); /* Reset copy state, since buffer contents change after the tile was acquired */ buffers->map_neighbor_copied = false; return true; } if (tile->buffers == NULL) { /* fill buffer parameters */ BufferParams buffer_params = tile_manager.params; buffer_params.full_x = rtile.x; buffer_params.full_y = rtile.y; buffer_params.width = rtile.w; buffer_params.height = rtile.h; /* allocate buffers */ tile->buffers = new RenderBuffers(tile_device); tile->buffers->reset(buffer_params); } tile->buffers->map_neighbor_copied = false; tile->buffers->params.get_offset_stride(rtile.offset, rtile.stride); rtile.buffer = tile->buffers->buffer.device_pointer; rtile.buffers = tile->buffers; rtile.sample = tile_manager.state.sample; /* this will tag tile as IN PROGRESS in blender-side render pipeline, * which is needed to highlight currently rendering tile before first * sample was processed for it */ update_tile_sample(rtile); return true; } void Session::update_tile_sample(RenderTile &rtile) { thread_scoped_lock tile_lock(tile_mutex); if (update_render_tile_cb) { if (params.progressive_refine == false) { /* todo: optimize this by making it thread safe and removing lock */ update_render_tile_cb(rtile, true); } } update_status_time(); } void Session::release_tile(RenderTile &rtile) { thread_scoped_lock tile_lock(tile_mutex); progress.add_finished_tile(rtile.task == RenderTile::DENOISE); bool delete_tile; if (tile_manager.finish_tile(rtile.tile_index, delete_tile)) { if (write_render_tile_cb && params.progressive_refine == false) { write_render_tile_cb(rtile); } if (delete_tile) { delete rtile.buffers; tile_manager.state.tiles[rtile.tile_index].buffers = NULL; } } else { if (update_render_tile_cb && params.progressive_refine == false) { update_render_tile_cb(rtile, false); } } update_status_time(); /* Notify denoising thread that a tile was finished. */ denoising_cond.notify_all(); } void Session::map_neighbor_tiles(RenderTile *tiles, Device *tile_device) { thread_scoped_lock tile_lock(tile_mutex); const int4 image_region = make_int4( tile_manager.state.buffer.full_x, tile_manager.state.buffer.full_y, tile_manager.state.buffer.full_x + tile_manager.state.buffer.width, tile_manager.state.buffer.full_y + tile_manager.state.buffer.height); if (!tile_manager.schedule_denoising) { /* Fix up tile slices with overlap. */ if (tile_manager.slice_overlap != 0) { int y = max(tiles[4].y - tile_manager.slice_overlap, image_region.y); tiles[4].h = min(tiles[4].y + tiles[4].h + tile_manager.slice_overlap, image_region.w) - y; tiles[4].y = y; } /* Tiles are not being denoised individually, which means the entire image is processed. */ tiles[3].x = tiles[4].x; tiles[1].y = tiles[4].y; tiles[5].x = tiles[4].x + tiles[4].w; tiles[7].y = tiles[4].y + tiles[4].h; } else { int center_idx = tiles[4].tile_index; assert(tile_manager.state.tiles[center_idx].state == Tile::DENOISE); for (int dy = -1, i = 0; dy <= 1; dy++) { for (int dx = -1; dx <= 1; dx++, i++) { int nindex = tile_manager.get_neighbor_index(center_idx, i); if (nindex >= 0) { Tile *tile = &tile_manager.state.tiles[nindex]; tiles[i].x = image_region.x + tile->x; tiles[i].y = image_region.y + tile->y; tiles[i].w = tile->w; tiles[i].h = tile->h; if (buffers) { tile_manager.state.buffer.get_offset_stride(tiles[i].offset, tiles[i].stride); tiles[i].buffer = buffers->buffer.device_pointer; tiles[i].buffers = buffers; } else { assert(tile->buffers); tile->buffers->params.get_offset_stride(tiles[i].offset, tiles[i].stride); tiles[i].buffer = tile->buffers->buffer.device_pointer; tiles[i].buffers = tile->buffers; } } else { int px = tiles[4].x + dx * params.tile_size.x; int py = tiles[4].y + dy * params.tile_size.y; tiles[i].x = clamp(px, image_region.x, image_region.z); tiles[i].y = clamp(py, image_region.y, image_region.w); tiles[i].w = tiles[i].h = 0; tiles[i].buffer = (device_ptr)NULL; tiles[i].buffers = NULL; } } } } assert(tiles[4].buffers); device->map_neighbor_tiles(tile_device, tiles); /* The denoised result is written back to the original tile. */ tiles[9] = tiles[4]; } void Session::unmap_neighbor_tiles(RenderTile *tiles, Device *tile_device) { thread_scoped_lock tile_lock(tile_mutex); device->unmap_neighbor_tiles(tile_device, tiles); } void Session::run_cpu() { bool tiles_written = false; last_update_time = time_dt(); last_display_time = last_update_time; { /* reset once to start */ thread_scoped_lock reset_lock(delayed_reset.mutex); thread_scoped_lock buffers_lock(buffers_mutex); thread_scoped_lock display_lock(display_mutex); reset_(delayed_reset.params, delayed_reset.samples); delayed_reset.do_reset = false; } while (!progress.get_cancel()) { /* advance to next tile */ bool no_tiles = !tile_manager.next(); bool need_copy_to_display_buffer = false; DeviceKernelStatus kernel_state = DEVICE_KERNEL_UNKNOWN; if (no_tiles) { kernel_state = device->get_active_kernel_switch_state(); } if (params.background) { /* if no work left and in background mode, we can stop immediately */ if (no_tiles) { progress.set_status("Finished"); break; } } /* Don't go in pause mode when preview kernels are used * When feature kernels become available the session will be resetted. */ else if (no_tiles && kernel_state == DEVICE_KERNEL_WAITING_FOR_FEATURE_KERNEL) { time_sleep(0.1); } else if (no_tiles && kernel_state == DEVICE_KERNEL_FEATURE_KERNEL_AVAILABLE) { reset_cpu(tile_manager.params, params.samples); } else { /* if in interactive mode, and we are either paused or done for now, * wait for pause condition notify to wake up again */ thread_scoped_lock pause_lock(pause_mutex); if (!pause && delayed_reset.do_reset) { /* reset once to start */ thread_scoped_lock reset_lock(delayed_reset.mutex); thread_scoped_lock buffers_lock(buffers_mutex); thread_scoped_lock display_lock(display_mutex); reset_(delayed_reset.params, delayed_reset.samples); delayed_reset.do_reset = false; } else if (pause || no_tiles) { update_status_time(pause, no_tiles); while (1) { scoped_timer pause_timer; pause_cond.wait(pause_lock); if (pause) { progress.add_skip_time(pause_timer, params.background); } update_status_time(pause, no_tiles); progress.set_update(); if (!pause) break; } } if (progress.get_cancel()) break; } if (!no_tiles) { /* update scene */ scoped_timer update_timer; if (update_scene()) { profiler.reset(scene->shaders.size(), scene->objects.size()); } progress.add_skip_time(update_timer, params.background); if (!device->error_message().empty()) progress.set_error(device->error_message()); if (progress.get_cancel()) break; /* buffers mutex is locked entirely while rendering each * sample, and released/reacquired on each iteration to allow * reset and draw in between */ thread_scoped_lock buffers_lock(buffers_mutex); /* avoid excessive denoising in viewport after reaching a certain amount of samples */ bool need_denoise = tile_manager.schedule_denoising || tile_manager.state.sample < 20 || (time_dt() - last_display_time) >= params.progressive_update_timeout; /* update status and timing */ update_status_time(); /* render */ render(); /* denoise */ if (need_denoise) { denoise(); } /* update status and timing */ update_status_time(); if (!params.background) need_copy_to_display_buffer = need_denoise || !params.run_denoising; if (!device->error_message().empty()) progress.set_error(device->error_message()); } device->task_wait(); { thread_scoped_lock reset_lock(delayed_reset.mutex); thread_scoped_lock buffers_lock(buffers_mutex); thread_scoped_lock display_lock(display_mutex); if (delayed_reset.do_reset) { /* reset rendering if request from main thread */ delayed_reset.do_reset = false; reset_(delayed_reset.params, delayed_reset.samples); } else if (need_copy_to_display_buffer) { /* Only copy to display_buffer if we do not reset, we don't * want to show the result of an incomplete sample */ copy_to_display_buffer(tile_manager.state.sample); } if (!device->error_message().empty()) progress.set_error(device->error_message()); tiles_written = update_progressive_refine(progress.get_cancel()); } progress.set_update(); } if (!tiles_written) update_progressive_refine(true); } DeviceRequestedFeatures Session::get_requested_device_features() { /* TODO(sergey): Consider moving this to the Scene level. */ DeviceRequestedFeatures requested_features; requested_features.experimental = params.experimental; scene->shader_manager->get_requested_features(scene, &requested_features); /* This features are not being tweaked as often as shaders, * so could be done selective magic for the viewport as well. */ bool use_motion = scene->need_motion() == Scene::MotionType::MOTION_BLUR; requested_features.use_hair = false; requested_features.use_object_motion = false; requested_features.use_camera_motion = use_motion && scene->camera->use_motion(); foreach (Object *object, scene->objects) { Geometry *geom = object->geometry; if (use_motion) { requested_features.use_object_motion |= object->use_motion() | geom->use_motion_blur; requested_features.use_camera_motion |= geom->use_motion_blur; } if (object->is_shadow_catcher) { requested_features.use_shadow_tricks = true; } if (geom->type == Geometry::MESH) { Mesh *mesh = static_cast(geom); #ifdef WITH_OPENSUBDIV if (mesh->subdivision_type != Mesh::SUBDIVISION_NONE) { requested_features.use_patch_evaluation = true; } #endif requested_features.use_true_displacement |= mesh->has_true_displacement(); } else if (geom->type == Geometry::HAIR) { requested_features.use_hair = true; } } requested_features.use_background_light = scene->light_manager->has_background_light(scene); BakeManager *bake_manager = scene->bake_manager; requested_features.use_baking = bake_manager->get_baking(); requested_features.use_integrator_branched = (scene->integrator->method == Integrator::BRANCHED_PATH); if (params.run_denoising) { requested_features.use_denoising = true; requested_features.use_shadow_tricks = true; } return requested_features; } bool Session::load_kernels(bool lock_scene) { thread_scoped_lock scene_lock; if (lock_scene) { scene_lock = thread_scoped_lock(scene->mutex); } DeviceRequestedFeatures requested_features = get_requested_device_features(); if (!kernels_loaded || loaded_kernel_features.modified(requested_features)) { progress.set_status("Loading render kernels (may take a few minutes the first time)"); scoped_timer timer; VLOG(2) << "Requested features:\n" << requested_features; if (!device->load_kernels(requested_features)) { string message = device->error_message(); if (message.empty()) message = "Failed loading render kernel, see console for errors"; progress.set_error(message); progress.set_status("Error", message); progress.set_update(); return false; } progress.add_skip_time(timer, false); VLOG(1) << "Total time spent loading kernels: " << time_dt() - timer.get_start(); kernels_loaded = true; loaded_kernel_features = requested_features; return true; } return false; } void Session::run() { if (params.use_profiling && (params.device.type == DEVICE_CPU)) { profiler.start(); } /* session thread loop */ progress.set_status("Waiting for render to start"); /* run */ if (!progress.get_cancel()) { /* reset number of rendered samples */ progress.reset_sample(); if (device_use_gl) run_gpu(); else run_cpu(); } profiler.stop(); /* progress update */ if (progress.get_cancel()) progress.set_status("Cancel", progress.get_cancel_message()); else progress.set_update(); } bool Session::draw(BufferParams &buffer_params, DeviceDrawParams &draw_params) { if (device_use_gl) return draw_gpu(buffer_params, draw_params); else return draw_cpu(buffer_params, draw_params); } void Session::reset_(BufferParams &buffer_params, int samples) { if (buffers && buffer_params.modified(tile_manager.params)) { gpu_draw_ready = false; buffers->reset(buffer_params); if (display) { display->reset(buffer_params); } } tile_manager.reset(buffer_params, samples); progress.reset_sample(); bool show_progress = params.background || tile_manager.get_num_effective_samples() != INT_MAX; progress.set_total_pixel_samples(show_progress ? tile_manager.state.total_pixel_samples : 0); if (!params.background) progress.set_start_time(); progress.set_render_start_time(); } void Session::reset(BufferParams &buffer_params, int samples) { if (device_use_gl) reset_gpu(buffer_params, samples); else reset_cpu(buffer_params, samples); } void Session::set_samples(int samples) { if (samples != params.samples) { params.samples = samples; tile_manager.set_samples(samples); { thread_scoped_lock pause_lock(pause_mutex); } pause_cond.notify_all(); } } void Session::set_pause(bool pause_) { bool notify = false; { thread_scoped_lock pause_lock(pause_mutex); if (pause != pause_) { pause = pause_; notify = true; } } if (notify) pause_cond.notify_all(); } void Session::set_denoising(bool denoising, bool optix_denoising) { /* Lock buffers so no denoising operation is triggered while the settings are changed here. */ thread_scoped_lock buffers_lock(buffers_mutex); params.run_denoising = denoising; params.full_denoising = !optix_denoising; params.optix_denoising = optix_denoising; // TODO(pmours): Query the required overlap value for denoising from the device? tile_manager.slice_overlap = denoising && !params.background ? 64 : 0; tile_manager.schedule_denoising = denoising && !buffers; } void Session::wait() { if (session_thread) { session_thread->join(); delete session_thread; } session_thread = NULL; } bool Session::update_scene() { thread_scoped_lock scene_lock(scene->mutex); /* update camera if dimensions changed for progressive render. the camera * knows nothing about progressive or cropped rendering, it just gets the * image dimensions passed in */ Camera *cam = scene->camera; int width = tile_manager.state.buffer.full_width; int height = tile_manager.state.buffer.full_height; int resolution = tile_manager.state.resolution_divider; if (width != cam->width || height != cam->height) { cam->width = width; cam->height = height; cam->resolution = resolution; cam->tag_update(); } /* number of samples is needed by multi jittered * sampling pattern and by baking */ Integrator *integrator = scene->integrator; BakeManager *bake_manager = scene->bake_manager; if (integrator->sampling_pattern == SAMPLING_PATTERN_CMJ || bake_manager->get_baking()) { int aa_samples = tile_manager.num_samples; if (aa_samples != integrator->aa_samples) { integrator->aa_samples = aa_samples; integrator->tag_update(scene); } } /* update scene */ if (scene->need_update()) { bool new_kernels_needed = load_kernels(false); /* Update max_closures. */ KernelIntegrator *kintegrator = &scene->dscene.data.integrator; if (params.background) { kintegrator->max_closures = get_max_closure_count(); } else { /* Currently viewport render is faster with higher max_closures, needs investigating. */ kintegrator->max_closures = MAX_CLOSURE; } progress.set_status("Updating Scene"); MEM_GUARDED_CALL(&progress, scene->device_update, device, progress); DeviceKernelStatus kernel_switch_status = device->get_active_kernel_switch_state(); bool kernel_switch_needed = kernel_switch_status == DEVICE_KERNEL_FEATURE_KERNEL_AVAILABLE || kernel_switch_status == DEVICE_KERNEL_FEATURE_KERNEL_INVALID; if (kernel_switch_status == DEVICE_KERNEL_WAITING_FOR_FEATURE_KERNEL) { progress.set_kernel_status("Compiling render kernels"); } if (new_kernels_needed || kernel_switch_needed) { progress.set_kernel_status("Compiling render kernels"); device->wait_for_availability(loaded_kernel_features); progress.set_kernel_status(""); } if (kernel_switch_needed) { reset(tile_manager.params, params.samples); } return true; } return false; } void Session::update_status_time(bool show_pause, bool show_done) { int progressive_sample = tile_manager.state.sample; int num_samples = tile_manager.get_num_effective_samples(); int tile = progress.get_rendered_tiles(); int num_tiles = tile_manager.state.num_tiles; /* update status */ string status, substatus; if (!params.progressive) { const bool is_cpu = params.device.type == DEVICE_CPU; const bool rendering_finished = (tile == num_tiles); const bool is_last_tile = (tile + 1) == num_tiles; substatus = string_printf("Rendered %d/%d Tiles", tile, num_tiles); if (!rendering_finished && (device->show_samples() || (is_cpu && is_last_tile))) { /* Some devices automatically support showing the sample number: * - CUDADevice * - OpenCLDevice when using the megakernel (the split kernel renders multiple * samples at the same time, so the current sample isn't really defined) * - CPUDevice when using one thread * For these devices, the current sample is always shown. * * The other option is when the last tile is currently being rendered by the CPU. */ substatus += string_printf(", Sample %d/%d", progress.get_current_sample(), num_samples); } if (params.full_denoising || params.optix_denoising) { substatus += string_printf(", Denoised %d tiles", progress.get_denoised_tiles()); } else if (params.run_denoising) { substatus += string_printf(", Prefiltered %d tiles", progress.get_denoised_tiles()); } } else if (tile_manager.num_samples == Integrator::MAX_SAMPLES) substatus = string_printf("Path Tracing Sample %d", progressive_sample + 1); else substatus = string_printf("Path Tracing Sample %d/%d", progressive_sample + 1, num_samples); if (show_pause) { status = "Rendering Paused"; } else if (show_done) { status = "Rendering Done"; progress.set_end_time(); /* Save end time so that further calls to get_time are accurate. */ } else { status = substatus; substatus.clear(); } progress.set_status(status, substatus); } void Session::render() { /* Clear buffers. */ if (buffers && tile_manager.state.sample == tile_manager.range_start_sample) { buffers->zero(); } /* Add path trace task. */ DeviceTask task(DeviceTask::RENDER); task.acquire_tile = function_bind(&Session::acquire_tile, this, _1, _2, RenderTile::PATH_TRACE); task.release_tile = function_bind(&Session::release_tile, this, _1); task.get_cancel = function_bind(&Progress::get_cancel, &this->progress); task.update_tile_sample = function_bind(&Session::update_tile_sample, this, _1); task.update_progress_sample = function_bind(&Progress::add_samples, &this->progress, _1, _2); task.need_finish_queue = params.progressive_refine; task.integrator_branched = scene->integrator->method == Integrator::BRANCHED_PATH; device->task_add(task); } void Session::denoise() { if (!params.run_denoising) { return; } /* It can happen that denoising was already enabled, but the scene still needs an update. */ if (scene->film->need_update || !scene->film->denoising_data_offset) { return; } /* Cannot denoise with resolution divider and separate denoising devices. * It breaks the copy in 'MultiDevice::map_neighbor_tiles' (which operates on the full buffer * dimensions and not the scaled ones). */ if (!params.device.denoising_devices.empty() && tile_manager.state.resolution_divider > 1) { return; } /* Add separate denoising task. */ DeviceTask task(DeviceTask::DENOISE); if (tile_manager.schedule_denoising) { /* Run denoising on each tile. */ task.acquire_tile = function_bind(&Session::acquire_tile, this, _1, _2, RenderTile::DENOISE); task.release_tile = function_bind(&Session::release_tile, this, _1); task.update_tile_sample = function_bind(&Session::update_tile_sample, this, _1); task.update_progress_sample = function_bind(&Progress::add_samples, &this->progress, _1, _2); } else { assert(buffers); if (tile_manager.state.buffer.width == 0 || tile_manager.state.buffer.height == 0) { return; /* Avoid empty launches. */ } /* Wait for rendering to finish. */ device->task_wait(); /* Run denoising on the whole image at once. */ task.type = DeviceTask::DENOISE_BUFFER; task.x = tile_manager.state.buffer.full_x; task.y = tile_manager.state.buffer.full_y; task.w = tile_manager.state.buffer.width; task.h = tile_manager.state.buffer.height; task.buffer = buffers->buffer.device_pointer; task.sample = tile_manager.state.sample; task.num_samples = tile_manager.state.num_samples; tile_manager.state.buffer.get_offset_stride(task.offset, task.stride); task.buffers = buffers; } task.get_cancel = function_bind(&Progress::get_cancel, &this->progress); task.need_finish_queue = params.progressive_refine; task.map_neighbor_tiles = function_bind(&Session::map_neighbor_tiles, this, _1, _2); task.unmap_neighbor_tiles = function_bind(&Session::unmap_neighbor_tiles, this, _1, _2); task.denoising = params.denoising; task.pass_stride = scene->film->pass_stride; task.target_pass_stride = task.pass_stride; task.pass_denoising_data = scene->film->denoising_data_offset; task.pass_denoising_clean = scene->film->denoising_clean_offset; task.denoising_from_render = true; task.denoising_do_filter = params.full_denoising; task.denoising_use_optix = params.optix_denoising; task.denoising_write_passes = params.write_denoising_passes; device->task_add(task); } void Session::copy_to_display_buffer(int sample) { /* add film conversion task */ DeviceTask task(DeviceTask::FILM_CONVERT); task.x = tile_manager.state.buffer.full_x; task.y = tile_manager.state.buffer.full_y; task.w = tile_manager.state.buffer.width; task.h = tile_manager.state.buffer.height; task.rgba_byte = display->rgba_byte.device_pointer; task.rgba_half = display->rgba_half.device_pointer; task.buffer = buffers->buffer.device_pointer; task.sample = sample; tile_manager.state.buffer.get_offset_stride(task.offset, task.stride); if (task.w > 0 && task.h > 0) { device->task_add(task); device->task_wait(); /* set display to new size */ display->draw_set(task.w, task.h); last_display_time = time_dt(); } display_outdated = false; } bool Session::update_progressive_refine(bool cancel) { int sample = tile_manager.state.sample + 1; bool write = sample == tile_manager.num_samples || cancel; double current_time = time_dt(); if (current_time - last_update_time < params.progressive_update_timeout) { /* if last sample was processed, we need to write buffers anyway */ if (!write && sample != 1) return false; } if (params.progressive_refine) { foreach (Tile &tile, tile_manager.state.tiles) { if (!tile.buffers) { continue; } RenderTile rtile; rtile.x = tile_manager.state.buffer.full_x + tile.x; rtile.y = tile_manager.state.buffer.full_y + tile.y; rtile.w = tile.w; rtile.h = tile.h; rtile.sample = sample; rtile.buffers = tile.buffers; if (write) { if (write_render_tile_cb) write_render_tile_cb(rtile); } else { if (update_render_tile_cb) update_render_tile_cb(rtile, true); } } } last_update_time = current_time; return write; } void Session::device_free() { scene->device_free(); tile_manager.device_free(); /* used from background render only, so no need to * re-create render/display buffers here */ } void Session::collect_statistics(RenderStats *render_stats) { scene->collect_statistics(render_stats); if (params.use_profiling && (params.device.type == DEVICE_CPU)) { render_stats->collect_profiling(scene, profiler); } } int Session::get_max_closure_count() { if (scene->shader_manager->use_osl()) { /* OSL always needs the maximum as we can't predict the * number of closures a shader might generate. */ return MAX_CLOSURE; } int max_closures = 0; for (int i = 0; i < scene->shaders.size(); i++) { int num_closures = scene->shaders[i]->graph->get_num_closures(); max_closures = max(max_closures, num_closures); } max_closure_global = max(max_closure_global, max_closures); if (max_closure_global > MAX_CLOSURE) { /* This is usually harmless as more complex shader tend to get many * closures discarded due to mixing or low weights. We need to limit * to MAX_CLOSURE as this is hardcoded in CPU/mega kernels, and it * avoids excessive memory usage for split kernels. */ VLOG(2) << "Maximum number of closures exceeded: " << max_closure_global << " > " << MAX_CLOSURE; max_closure_global = MAX_CLOSURE; } return max_closure_global; } CCL_NAMESPACE_END