Cycles: optimization to not compile shaders and load images that are not

used by any mesh/lamp/world.
This commit is contained in:
Brecht Van Lommel
2012-10-30 11:51:17 +00:00
parent e09a1bc7cf
commit 0c3d3e5562
5 changed files with 77 additions and 30 deletions

View File

@@ -43,6 +43,7 @@ void BlenderSync::find_shader(BL::ID id, vector<uint>& used_shaders, int default
for(size_t i = 0; i < scene->shaders.size(); i++) {
if(scene->shaders[i] == shader) {
used_shaders.push_back(i);
scene->shaders[i]->tag_used(scene);
break;
}
}

View File

@@ -99,6 +99,9 @@ void OSLShaderManager::device_update(Device *device, DeviceScene *dscene, Scene
device_free(device, dscene);
/* determine which shaders are in use */
device_update_shaders_used(scene);
/* create shaders */
OSLGlobals *og = (OSLGlobals*)device->osl_memory();
@@ -530,7 +533,7 @@ void OSLCompiler::compile(OSLGlobals *og, Shader *shader)
shader->has_displacement = false;
/* generate surface shader */
if(graph && output->input("Surface")->link) {
if(shader->used && graph && output->input("Surface")->link) {
compile_type(shader, shader->graph, SHADER_TYPE_SURFACE);
og->surface_state.push_back(ss->state());
@@ -552,7 +555,7 @@ void OSLCompiler::compile(OSLGlobals *og, Shader *shader)
}
/* generate volume shader */
if(graph && output->input("Volume")->link) {
if(shader->used && graph && output->input("Volume")->link) {
compile_type(shader, shader->graph, SHADER_TYPE_VOLUME);
shader->has_volume = true;
@@ -566,7 +569,7 @@ void OSLCompiler::compile(OSLGlobals *og, Shader *shader)
}
/* generate displacement shader */
if(graph && output->input("Displacement")->link) {
if(shader->used && graph && output->input("Displacement")->link) {
compile_type(shader, shader->graph, SHADER_TYPE_DISPLACEMENT);
shader->has_displacement = true;

View File

@@ -49,6 +49,8 @@ Shader::Shader()
has_volume = false;
has_displacement = false;
used = false;
need_update = true;
need_update_attributes = true;
}
@@ -98,6 +100,16 @@ void Shader::tag_update(Scene *scene)
}
}
void Shader::tag_used(Scene *scene)
{
/* if an unused shader suddenly gets used somewhere, it needs to be
* recompiled because it was skipped for compilation before */
if(!used) {
need_update = true;
scene->shader_manager->need_update = true;
}
}
/* Shader Manager */
ShaderManager::ShaderManager()
@@ -161,6 +173,27 @@ int ShaderManager::get_shader_id(uint shader, Mesh *mesh, bool smooth)
return id;
}
void ShaderManager::device_update_shaders_used(Scene *scene)
{
/* figure out which shaders are in use, so SVM/OSL can skip compiling them
* for speed and avoid loading image textures into memory */
foreach(Shader *shader, scene->shaders)
shader->used = false;
scene->shaders[scene->default_surface]->used = true;
scene->shaders[scene->default_light]->used = true;
scene->shaders[scene->default_background]->used = true;
scene->shaders[scene->default_holdout]->used = true;
scene->shaders[scene->default_empty]->used = true;
foreach(Mesh *mesh, scene->meshes)
foreach(uint shader, mesh->used_shaders)
scene->shaders[shader]->used = true;
foreach(Light *light, scene->lights)
scene->shaders[light->shader]->used = true;
}
void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
device_free_common(device, dscene);

View File

@@ -75,11 +75,15 @@ public:
/* requested mesh attributes */
AttributeRequestSet attributes;
/* determined before compiling */
bool used;
Shader();
~Shader();
void set_graph(ShaderGraph *graph);
void tag_update(Scene *scene);
void tag_used(Scene *scene);
};
/* Shader Manager virtual base class
@@ -98,6 +102,7 @@ public:
virtual void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) = 0;
virtual void device_free(Device *device, DeviceScene *dscene) = 0;
void device_update_shaders_used(Scene *scene);
void device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_free_common(Device *device, DeviceScene *dscene);

View File

@@ -48,6 +48,9 @@ void SVMShaderManager::device_update(Device *device, DeviceScene *dscene, Scene
/* test if we need to update */
device_free(device, dscene);
/* determine which shaders are in use */
device_update_shaders_used(scene);
/* svm_nodes */
vector<int4> svm_nodes;
size_t i;
@@ -609,37 +612,39 @@ void SVMCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType ty
output->stack_offset = SVM_STACK_INVALID;
}
if(clin->link) {
bool generate = false;
if(type == SHADER_TYPE_SURFACE) {
/* generate surface shader */
generate = true;
shader->has_surface = true;
}
else if(type == SHADER_TYPE_VOLUME) {
/* generate volume shader */
generate = true;
shader->has_volume = true;
}
else if(type == SHADER_TYPE_DISPLACEMENT) {
/* generate displacement shader */
generate = true;
shader->has_displacement = true;
if(shader->used) {
if(clin->link) {
bool generate = false;
if(type == SHADER_TYPE_SURFACE) {
/* generate surface shader */
generate = true;
shader->has_surface = true;
}
else if(type == SHADER_TYPE_VOLUME) {
/* generate volume shader */
generate = true;
shader->has_volume = true;
}
else if(type == SHADER_TYPE_DISPLACEMENT) {
/* generate displacement shader */
generate = true;
shader->has_displacement = true;
}
if(generate) {
set<ShaderNode*> done;
if(use_multi_closure)
generate_multi_closure(clin->link->parent, done, SVM_STACK_INVALID);
else
generate_closure(clin->link->parent, done);
}
}
if(generate) {
set<ShaderNode*> done;
if(use_multi_closure)
generate_multi_closure(clin->link->parent, done, SVM_STACK_INVALID);
else
generate_closure(clin->link->parent, done);
}
/* compile output node */
node->compile(*this);
}
/* compile output node */
node->compile(*this);
add_node(NODE_END, 0, 0, 0);
}