Cycles: Try to avoid infinite loops by catching invalid ray states

This commit is contained in:
Mai Lavelle
2017-03-11 07:03:17 -05:00
parent 0ee1cdab7e
commit 8dd0355c21
3 changed files with 25 additions and 9 deletions

View File

@@ -228,6 +228,14 @@ public:
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 */

View File

@@ -205,6 +205,7 @@ bool DeviceSplitKernel::path_trace(DeviceTask *task,
*/
device->mem_zero(work_pool_wgs);
device->mem_zero(split_data);
device->mem_zero(ray_state);
if(!enqueue_split_kernel_data_init(KernelDimensions(global_size, local_size),
subtile,
@@ -254,7 +255,15 @@ bool DeviceSplitKernel::path_trace(DeviceTask *task,
activeRaysAvailable = false;
for(int rayStateIter = 0; rayStateIter < global_size[0] * global_size[1]; ++rayStateIter) {
if(int8_t(ray_state.get_data()[rayStateIter]) != RAY_INACTIVE) {
int8_t state = ray_state.get_data()[rayStateIter];
if(state != RAY_INACTIVE) {
if(state == RAY_INVALID) {
/* Something went wrong, abort to avoid looping endlessly. */
device->set_error("Split kernel error: invalid ray state");
return false;
}
/* Not all rays are RAY_INACTIVE. */
activeRaysAvailable = true;
break;

View File

@@ -1297,20 +1297,19 @@ enum QueueNumber {
#define RAY_STATE_MASK 0x007
#define RAY_FLAG_MASK 0x0F8
enum RayState {
RAY_INVALID = 0,
/* Denotes ray is actively involved in path-iteration. */
RAY_ACTIVE = 0,
RAY_ACTIVE,
/* Denotes ray has completed processing all samples and is inactive. */
RAY_INACTIVE = 1,
RAY_INACTIVE,
/* Denoted ray has exited path-iteration and needs to update output buffer. */
RAY_UPDATE_BUFFER = 2,
RAY_UPDATE_BUFFER,
/* Donotes ray has hit background */
RAY_HIT_BACKGROUND = 3,
RAY_HIT_BACKGROUND,
/* Denotes ray has to be regenerated */
RAY_TO_REGENERATE = 4,
RAY_TO_REGENERATE,
/* Denotes ray has been regenerated */
RAY_REGENERATED = 5,
/* Denotes ray should skip direct lighting */
RAY_SKIP_DL = 6,
RAY_REGENERATED,
/* Flag's ray has to execute shadow blocked function in AO part */
RAY_SHADOW_RAY_CAST_AO = 16,
/* Flag's ray has to execute shadow blocked function in direct lighting part. */