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/*
* 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.
*/
#ifndef __DEVICE_H__
#define __DEVICE_H__
#include <stdlib.h>
#include "bvh/bvh_params.h"
#include "device/device_memory.h"
#include "device/device_task.h"
#include "util/util_list.h"
#include "util/util_stats.h"
#include "util/util_string.h"
#include "util/util_thread.h"
#include "util/util_texture.h"
#include "util/util_types.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class Progress;
class RenderTile;
/* Device Types */
enum DeviceType {
DEVICE_NONE,
DEVICE_CPU,
DEVICE_OPENCL,
DEVICE_CUDA,
DEVICE_NETWORK,
DEVICE_MULTI
};
class DeviceInfo {
public:
DeviceType type;
string description;
string id; /* used for user preferences, should stay fixed with changing hardware config */
int num;
bool display_device; /* GPU is used as a display device. */
bool advanced_shading; /* Supports full shading system. */
bool has_half_images; /* Support half-float textures. */
bool has_volume_decoupled; /* Decoupled volume shading. */
BVHLayoutMask bvh_layout_mask; /* Bitmask of supported BVH layouts. */
bool has_osl; /* Support Open Shading Language. */
bool use_split_kernel; /* Use split or mega kernel. */
int cpu_threads;
vector<DeviceInfo> multi_devices;
DeviceInfo()
{
type = DEVICE_CPU;
id = "CPU";
num = 0;
cpu_threads = 0;
display_device = false;
advanced_shading = true;
has_half_images = false;
has_volume_decoupled = false;
bvh_layout_mask = BVH_LAYOUT_NONE;
has_osl = false;
use_split_kernel = false;
}
bool operator==(const DeviceInfo &info) {
/* Multiple Devices with the same ID would be very bad. */
assert(id != info.id || (type == info.type && num == info.num && description == info.description));
return id == info.id;
}
};
class DeviceRequestedFeatures {
public:
/* Use experimental feature set. */
bool experimental;
/* Selective nodes compilation. */
/* Identifier of a node group up to which all the nodes needs to be
* compiled in. Nodes from higher group indices will be ignores.
*/
int max_nodes_group;
/* Features bitfield indicating which features from the requested group
* will be compiled in. Nodes which corresponds to features which are not
* in this bitfield will be ignored even if they're in the requested group.
*/
int nodes_features;
/* BVH/sampling kernel features. */
bool use_hair;
bool use_object_motion;
bool use_camera_motion;
/* Denotes whether baking functionality is needed. */
bool use_baking;
/* Use subsurface scattering materials. */
bool use_subsurface;
/* Use volume materials. */
bool use_volume;
/* Use branched integrator. */
bool use_integrator_branched;
/* Use OpenSubdiv patch evaluation */
bool use_patch_evaluation;
/* Use Transparent shadows */
bool use_transparent;
/* Use various shadow tricks, such as shadow catcher. */
bool use_shadow_tricks;
/* Per-uber shader usage flags. */
bool use_principled;
/* Denoising features. */
bool use_denoising;
/* Use raytracing in shaders. */
bool use_shader_raytrace;
DeviceRequestedFeatures()
{
/* TODO(sergey): Find more meaningful defaults. */
experimental = false;
max_nodes_group = 0;
nodes_features = 0;
use_hair = false;
use_object_motion = false;
use_camera_motion = false;
use_baking = false;
use_subsurface = false;
use_volume = false;
use_integrator_branched = false;
use_patch_evaluation = false;
use_transparent = false;
use_shadow_tricks = false;
use_principled = false;
use_denoising = false;
use_shader_raytrace = false;
}
bool modified(const DeviceRequestedFeatures& requested_features)
{
return !(experimental == requested_features.experimental &&
max_nodes_group == requested_features.max_nodes_group &&
nodes_features == requested_features.nodes_features &&
use_hair == requested_features.use_hair &&
use_object_motion == requested_features.use_object_motion &&
use_camera_motion == requested_features.use_camera_motion &&
use_baking == requested_features.use_baking &&
use_subsurface == requested_features.use_subsurface &&
use_volume == requested_features.use_volume &&
use_integrator_branched == requested_features.use_integrator_branched &&
use_patch_evaluation == requested_features.use_patch_evaluation &&
use_transparent == requested_features.use_transparent &&
use_shadow_tricks == requested_features.use_shadow_tricks &&
use_principled == requested_features.use_principled &&
use_denoising == requested_features.use_denoising &&
use_shader_raytrace == requested_features.use_shader_raytrace);
}
/* Convert the requested features structure to a build options,
* which could then be passed to compilers.
*/
string get_build_options(void) const
{
string build_options = "";
if(experimental) {
build_options += "-D__KERNEL_EXPERIMENTAL__ ";
}
build_options += "-D__NODES_MAX_GROUP__=" +
string_printf("%d", max_nodes_group);
build_options += " -D__NODES_FEATURES__=" +
string_printf("%d", nodes_features);
if(!use_hair) {
build_options += " -D__NO_HAIR__";
}
if(!use_object_motion) {
build_options += " -D__NO_OBJECT_MOTION__";
}
if(!use_camera_motion) {
build_options += " -D__NO_CAMERA_MOTION__";
}
if(!use_baking) {
build_options += " -D__NO_BAKING__";
}
if(!use_volume) {
build_options += " -D__NO_VOLUME__";
}
if(!use_subsurface) {
build_options += " -D__NO_SUBSURFACE__";
}
if(!use_integrator_branched) {
build_options += " -D__NO_BRANCHED_PATH__";
}
if(!use_patch_evaluation) {
build_options += " -D__NO_PATCH_EVAL__";
}
if(!use_transparent && !use_volume) {
build_options += " -D__NO_TRANSPARENT__";
}
if(!use_shadow_tricks) {
build_options += " -D__NO_SHADOW_TRICKS__";
}
if(!use_principled) {
build_options += " -D__NO_PRINCIPLED__";
}
if(!use_denoising) {
build_options += " -D__NO_DENOISING__";
}
if(!use_shader_raytrace) {
build_options += " -D__NO_SHADER_RAYTRACE__";
}
return build_options;
}
};
std::ostream& operator <<(std::ostream &os,
const DeviceRequestedFeatures& requested_features);
/* Device */
struct DeviceDrawParams {
function<void(void)> bind_display_space_shader_cb;
function<void(void)> unbind_display_space_shader_cb;
};
class Device {
friend class device_sub_ptr;
protected:
enum {
FALLBACK_SHADER_STATUS_NONE = 0,
FALLBACK_SHADER_STATUS_ERROR,
FALLBACK_SHADER_STATUS_SUCCESS,
};
Device(DeviceInfo& info_, Stats &stats_, bool background) : background(background),
vertex_buffer(0),
fallback_status(FALLBACK_SHADER_STATUS_NONE), fallback_shader_program(0),
info(info_), stats(stats_) {}
bool background;
string error_msg;
/* used for real time display */
unsigned int vertex_buffer;
int fallback_status, fallback_shader_program;
int image_texture_location, fullscreen_location;
bool bind_fallback_display_space_shader(const float width, const float height);
virtual device_ptr mem_alloc_sub_ptr(device_memory& /*mem*/, int /*offset*/, int /*size*/)
{
/* Only required for devices that implement denoising. */
assert(false);
return (device_ptr) 0;
}
virtual void mem_free_sub_ptr(device_ptr /*ptr*/) {};
public:
virtual ~Device();
/* info */
DeviceInfo info;
virtual const string& error_message() { return error_msg; }
bool have_error() { return !error_message().empty(); }
virtual void set_error(const string& error)
{
if(!have_error()) {
error_msg = error;
}
fprintf(stderr, "%s\n", error.c_str());
fflush(stderr);
}
virtual bool show_samples() const { return false; }
/* statistics */
Stats &stats;
/* memory alignment */
virtual int mem_sub_ptr_alignment() { return MIN_ALIGNMENT_CPU_DATA_TYPES; }
/* constant memory */
virtual void const_copy_to(const char *name, void *host, size_t size) = 0;
/* open shading language, only for CPU device */
virtual void *osl_memory() { return NULL; }
/* load/compile kernels, must be called before adding tasks */
virtual bool load_kernels(
const DeviceRequestedFeatures& /*requested_features*/)
{ return true; }
/* tasks */
virtual int get_split_task_count(DeviceTask& task) = 0;
virtual void task_add(DeviceTask& task) = 0;
virtual void task_wait() = 0;
virtual void task_cancel() = 0;
/* opengl drawing */
virtual void draw_pixels(device_memory& mem, int y,
int w, int h, int width, int height,
int dx, int dy, int dw, int dh,
bool transparent, const DeviceDrawParams &draw_params);
#ifdef WITH_NETWORK
/* networking */
void server_run();
#endif
/* multi device */
virtual void map_tile(Device * /*sub_device*/, RenderTile& /*tile*/) {}
virtual int device_number(Device * /*sub_device*/) { return 0; }
virtual void map_neighbor_tiles(Device * /*sub_device*/, RenderTile * /*tiles*/) {}
virtual void unmap_neighbor_tiles(Device * /*sub_device*/, RenderTile * /*tiles*/) {}
/* static */
static Device *create(DeviceInfo& info, Stats &stats, bool background = true);
static DeviceType type_from_string(const char *name);
static string string_from_type(DeviceType type);
static vector<DeviceType>& available_types();
static vector<DeviceInfo>& available_devices();
static string device_capabilities();
static DeviceInfo get_multi_device(const vector<DeviceInfo>& subdevices,
int threads,
bool background);
/* Tag devices lists for update. */
static void tag_update();
static void free_memory();
protected:
/* Memory allocation, only accessed through device_memory. */
friend class MultiDevice;
friend class DeviceServer;
friend class device_memory;
virtual void mem_alloc(device_memory& mem) = 0;
virtual void mem_copy_to(device_memory& mem) = 0;
virtual void mem_copy_from(device_memory& mem,
int y, int w, int h, int elem) = 0;
virtual void mem_zero(device_memory& mem) = 0;
virtual void mem_free(device_memory& mem) = 0;
private:
/* Indicted whether device types and devices lists were initialized. */
static bool need_types_update, need_devices_update;
static thread_mutex device_mutex;
static vector<DeviceType> types;
static vector<DeviceInfo> devices;
};
CCL_NAMESPACE_END
#endif /* __DEVICE_H__ */
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