Fix #34121: OSL + persistent images option was not freeing shader memory properly,
causing memory to increase continuously during animation render.
This commit is contained in:
@@ -307,7 +307,10 @@ SceneParams BlenderSync::get_scene_params(BL::Scene b_scene, bool background)
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params.use_bvh_spatial_split = RNA_boolean_get(&cscene, "debug_use_spatial_splits");
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params.use_bvh_cache = (background)? RNA_boolean_get(&cscene, "use_cache"): false;
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params.persistent_images = (background)? r.use_persistent_data(): false;
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if(background && params.shadingsystem != SceneParams::OSL)
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params.persistent_images = r.use_persistent_data();
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else
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params.persistent_images = false;
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return params;
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}
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@@ -966,6 +966,14 @@ void MeshManager::device_free(Device *device, DeviceScene *dscene)
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dscene->attributes_map.clear();
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dscene->attributes_float.clear();
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dscene->attributes_float3.clear();
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OSLGlobals *og = (OSLGlobals*)device->osl_memory();
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if(og) {
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og->object_name_map.clear();
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og->attribute_map.clear();
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og->object_names.clear();
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}
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}
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void MeshManager::tag_update(Scene *scene)
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@@ -47,17 +47,27 @@ OSLShaderManager::OSLShaderManager()
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{
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services = new OSLRenderServices();
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shading_system_init();
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texture_system_init();
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shading_system_init();
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}
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OSLShaderManager::~OSLShaderManager()
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{
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OSL::ShadingSystem::destroy(ss);
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OSL::TextureSystem::destroy(ts);
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delete services;
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}
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void OSLShaderManager::reset(Scene *scene)
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{
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OSL::ShadingSystem::destroy(ss);
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delete services;
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services = new OSLRenderServices();
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shading_system_init();
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}
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void OSLShaderManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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{
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if(!need_update)
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@@ -88,6 +98,7 @@ void OSLShaderManager::device_update(Device *device, DeviceScene *dscene, Scene
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og->ss = ss;
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og->ts = ts;
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og->services = services;
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int background_id = scene->shader_manager->get_shader_id(scene->default_background);
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og->background_state = og->surface_state[background_id & SHADER_MASK];
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og->use = true;
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@@ -64,6 +64,8 @@ public:
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OSLShaderManager();
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~OSLShaderManager();
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void reset(Scene *scene);
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bool use_osl() { return true; }
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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@@ -85,6 +85,12 @@ void Scene::free_memory(bool final)
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foreach(ParticleSystem *p, particle_systems)
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delete p;
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shaders.clear();
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meshes.clear();
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objects.clear();
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lights.clear();
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particle_systems.clear();
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if(device) {
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camera->device_free(device, &dscene);
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filter->device_free(device, &dscene);
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@@ -118,13 +124,6 @@ void Scene::free_memory(bool final)
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delete curve_system_manager;
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delete image_manager;
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}
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else {
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shaders.clear();
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meshes.clear();
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objects.clear();
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lights.clear();
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particle_systems.clear();
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}
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}
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void Scene::device_update(Device *device_, Progress& progress)
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@@ -257,6 +256,7 @@ bool Scene::need_reset()
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void Scene::reset()
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{
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shader_manager->reset(this);
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shader_manager->add_default(this);
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/* ensure all objects are updated */
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@@ -110,6 +110,8 @@ public:
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static ShaderManager *create(Scene *scene, int shadingsystem);
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virtual ~ShaderManager();
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virtual void reset(Scene *scene) = 0;
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virtual bool use_osl() { return false; }
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/* device update */
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@@ -40,6 +40,10 @@ SVMShaderManager::~SVMShaderManager()
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{
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}
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void SVMShaderManager::reset(Scene *scene)
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{
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}
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void SVMShaderManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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{
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if(!need_update)
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@@ -45,6 +45,8 @@ public:
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SVMShaderManager();
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~SVMShaderManager();
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void reset(Scene *scene);
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_free(Device *device, DeviceScene *dscene);
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};
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