The crash is caused by an out of bound access in the kernel due to
missing data update when a Volume's voxel data changes. Although the
previous bounding mesh is cleared, the Volume Node was not tagged as
modified, and therefore never rebuilt.
To fix this, tag the Geometries (not just Volumes, to be more robust) as
modified in Geometry.clear().
Regression caused by rBbbe6d44928235cd4a5cfbeaf1a1de78ed861bb92.
Static initialization order was not guaranteed to be correct for node base
types. Now wrap all initialization in accessor functions to ensure the order
is correct.
Did not cause any known bug on Linux/macOS/Windows, but showed up on this
platform.
This issue seems to be caused by the reallocation flag not being set on
the device shader data array so it was never updated on the GPU although
the host memory was modified.
When primitive offsets change we need to rebuild or refit BVHs, however this
was also tagging other data as modified too late in the geometry update process.
Now ensure only the BVHs are updated.
Ref D10441
This patch has originally been written by Kévin Dietrich, thanks!
It is part of D10210.
As Brecht noted in D10210, this might not handle all cases yet.
I better solution should come soonish.
Modifications to triangle shader association were not considered when checking for updates and the associated device data array was not tagged as modified so it was not resent to the device(s).
This optimizes device updates (during user edits or frame changes in
the viewport) by avoiding unnecessary computations. To achieve this,
we use a combination of the sockets' update flags as well as some new
flags passed to the various managers when tagging for an update to tell
exactly what the tagging is for (e.g. shader was modified, object was
removed, etc.).
Besides avoiding recomputations, we also avoid resending to the devices
unmodified data arrays, thus reducing bandwidth usage. For OptiX and
Embree, BVH packing was also multithreaded.
The performance improvements may vary depending on the used device (CPU
or GPU), and the content of the scene. Simple scenes (e.g. with no adaptive
subdivision or volumes) rendered using OptiX will benefit from this work
the most.
On average, for a variety of animated scenes, this gives a 3x speedup.
Reviewed By: #cycles, brecht
Maniphest Tasks: T79174
Differential Revision: https://developer.blender.org/D9555
Changing the geometry in the current scene caused the primitive offsets for all geometry to
change, but the values would not be updated in all bottom-level BVH structures. Rendering
artifacts and crashes where the result. This fixes that by ensuring all BVH structures are
updated when the primitive offsets change.
Adds support for building multiple BVH types in order to support using both CPU and OptiX
devices for rendering simultaneously. Primitive packing for Embree and OptiX is now
standalone, so it only needs to be run once and can be shared between the two. Additionally,
BVH building was made a device call, so that each device backend can decide how to
perform the building. The multi-device for instance creates a special multi-BVH that holds
references to several sub-BVHs, one for each sub-device.
Reviewed By: brecht, kevindietrich
Differential Revision: https://developer.blender.org/D9718
Now that the Blender sync mechanism deletes nodes from the scene, we need to
ensure scene update is stopped before we do this.
Also add some more early out in scene geometry update to ensure we do not
continue working on incomplete geometry data, though that was not the cause of
this crash.
This encapsulates Node socket members behind a set of specific methods;
as such it is no longer possible to directly access Node class members
from exporters and parts of Cycles.
The methods are defined via the NODE_SOCKET_API macros in `graph/
node.h`, and are for getting or setting a specific socket's value, as
well as querying or modifying the state of its update flag.
The setters will check whether the value has changed and tag the socket
as modified appropriately. This will let us know how a Node has changed
and what to update, which is the first concrete step toward a more
granular scene update system.
Since the setters will tag the Node sockets as modified when passed
different data, this patch also removes the various modified methods
on Nodes in favor of Node::is_modified which checks the sockets'
update flags status.
Reviewed By: brecht
Maniphest Tasks: T79174
Differential Revision: https://developer.blender.org/D8544
Uniform attributes require immediate access to the shader list
in object update code, so setting the field can't be deferred
to a background task. This required adding a parameter to the
clear method of Geometry.
Ref D2057
The existing code for this was incomplete. Each instance can now have a set
of attributes stored separately from geometry attributes. Geometry attributes
take precedence over instance attributes.
Ref D2057
This encapsulates Node socket members behind a set of specific methods;
as such it is no longer possible to directly access Node class members
from exporters and parts of Cycles.
The methods are defined via the NODE_SOCKET_API macros in `graph/
node.h`, and are for getting or setting a specific socket's value, as
well as querying or modifying the state of its update flag.
The setters will check whether the value has changed and tag the socket
as modified appropriately. This will let us know how a Node has changed
and what to update, which is the first concrete step toward a more
granular scene update system.
Since the setters will tag the Node sockets as modified when passed
different data, this patch also removes the various `modified` methods
on Nodes in favor of `Node::is_modified` which checks the sockets'
update flags status.
Reviewed By: brecht
Maniphest Tasks: T79174
Differential Revision: https://developer.blender.org/D8544
Gathers information for time spent in the various managers or object (Film, Camera, etc.) being updated in Scene::device_update.
The stats include the total time spent in the device_update methods as well as time spent in subroutines (e.g. bvh build, displacement, etc.).
This does not qualify as a full blown profiler, but is useful to identify potential bottleneck areas.
The stats can be enabled and printed by passing `--cycles-print-stats` on the command line to Cycles, or `-- --cycles-print-stats` to Blender.
Reviewed By: brecht
Maniphest Tasks: T79174
Differential Revision: https://developer.blender.org/D8596
Before, Cycles was using a shared Embree device across all instances.
This could result in crashes when viewport rendering and material
preview were using Cycles simultaneously.
Fixes issue T80042
Maniphest Tasks: T80042
Differential Revision: https://developer.blender.org/D8772
This splits the volume related data (properties for rendering and attributes) of the Mesh node
into a new `Volume` node type.
This `Volume` node derives from the `Mesh` class since we generate a mesh for the bounds of the
volume, as such we can safely work on `Volumes` as if they were `Meshes`, e.g. for BVH creation.
However such code should still check for the geometry type of the object to be `MESH` or `VOLUME`
which may be bug prone if this is forgotten.
This is part of T79131.
Reviewed By: brecht
Maniphest Tasks: T79131
Differential Revision: https://developer.blender.org/D8538
The previous algorithm was not using all of the requested grids to build a mesh
around the volume due to limitations regarding the use of a dense buffer to
gather information about the volume's topology. This resulted in artefacts during
rendering.
The mesh generation is now done by merging all of the input grids and using the
resulting grid's topology to create the mesh. The generation of the mesh
is still done in index space as before, and the vertices are converted to object
space by using the merged topology grid indexToWorld transform.
To be able to merge the grids together we have to make sure that their transformation
matrices and their index spaces match, thus, if they do not match we simply resample
the grids. This behaviour should tackle one other limitation of the current algorithm,
which is that only one transformation matrix was used to generate the final mesh.
If we do not have an OpenVDB grid for the requested volume data, we generate
a temporary OpenVDB grid for it.
Differential Revision: https://developer.blender.org/D8401
Also removing the curve system manager which only stored a few curve intersection
settings. These are all changes towards making shape and subdivision settings
per-object instead of per-scene, but there is more work to do here.
Ref T73778
Depends on D8013
Maniphest Tasks: T73778
Differential Revision: https://developer.blender.org/D8014