Commit Graph

70 Commits

Author SHA1 Message Date
Brecht Van Lommel
9dc5367c89 Cleanup code style inconsistency in last commits. 2016-05-17 23:41:45 +02:00
Brecht Van Lommel
a815e10211 Code cleanup: use special type instead of node names. 2016-05-08 20:21:04 +02:00
Brecht Van Lommel
dd8bfa0929 Code refactor: reduce special node types, use generic constant folding. 2016-05-05 21:43:46 +02:00
Sergey Sharybin
3aa74828ab Cycles: Cleanup, indentation and braces 2016-02-03 15:00:55 +01:00
Sergey Sharybin
5d564da3b6 Cycles: Fix memory leak in shader graph when bump graph is used 2016-01-05 21:18:02 +05:00
Sergey Sharybin
aff9fd60bc Cycles: Optimize nodes deduplication routines
The idea is to have separate sets per node name in order to speed up the
comparison process. This will use a bit more memory and slow down simple
shaders, but this extra memory is not so much huge and time penalty is
not really measurable (at least from initial tests).

This saves orders of magnitude seconds when de-duplicating 17K nodes and
overall process now takes 0.01sec on my laptop,
2015-12-29 20:27:00 +05:00
Sergey Sharybin
3482cdb136 Cycles: Remove assert which is no longer valid
Was a left-over since 5b33115.
2015-12-29 19:19:53 +05:00
Sergey Sharybin
738f6d8127 Cycles: Implement node deduplication routines
The idea of this commit is to merge nodes which has identical settings
and matching inputs into a single node in order to minimize number of
SVM instructions.

This is quite simple bottom-top graph traversal and the trickiest part
is how to compare node settings without too much trouble which seems to
be solved is quite clean way.

Still possibilities for further improvements:

- Support comparison of BSDF nodes
- Support comparison of volume nodes
- Support comparison of curve mapping/ramp nodes

Reviewers: brecht, juicyfruit, dingto

Differential Revision: https://developer.blender.org/D1673
2015-12-28 16:37:48 +05:00
Sergey Sharybin
5b33115070 Cycles: Fix wrong assert failure happening after recent de-duplicate
This is actually intended behavior to return NULL when the socket is not
found. It's used in certain BSDF nodes to query whether some inputs exists
or not.

Perhaps we can be more explicit here and have dedicated logic to query
socket existance and keep assert in place.

In any case, even if we lost assert() for the constant fold now it's
still somewhat better than duplicated code. Perhaps.
2015-12-15 21:01:56 +05:00
Sergey Sharybin
baaf10cb26 Cycles: De-duplicate utility functions in ccl::Graph 2015-12-15 20:04:35 +05:00
Thomas Dinges
a3d774e4c9 Cycles: Fold Value and RGB node as well.
This way, connecting Value or RGB node to e.g. a Math node will still allow folding.

Note: The same should be done for the ConvertNode, but I leave that for another day.
2015-12-06 23:47:38 +01:00
Sergey Sharybin
6552d5bebd Cycles: Avoid recursion when doing constant fold
This reduces stress on the the stack memory which could be really handy
on certain operation systems which applies strict limits on the stack.

Reviewers: brecht, juicyfruit, dingto

Reviewed By: brecht, juicyfruit, dingto

Differential Revision: https://developer.blender.org/D1656
2015-12-02 16:19:39 +05:00
Campbell Barton
fc9505c9c5 Cleanup: warnings & spelling 2015-12-02 13:15:52 +11:00
Sergey Sharybin
1bec2aa54e Cycles: Fix crash in constant folding introduced by recent commit
Graph::disconnect() actually modifies links, needs to create a copy to iterate
if disconnect happens form inside the loop.

Question tho whether we can control this somehow..

Reported by BzztPloink in IRC, thanks!
2015-11-25 20:14:01 +05:00
Thomas Dinges
e796581655 Cycles: Refactor of constant fold.
* Move constant folding from nodes to the shader graph. This way it's part of our (later) 4-step optimization process.
* Instead of only doing a one level constant fold, we can now do a recursive constant fold, allowing us to simplify shaders much further.
Constant folding is implemented for Blackbody, Math and VectorMath nodes.

Example (the highlighted nodes are removed before rendering):
Before: http://archive.dingto.org/2015/blender/code/one_level_constant_fold.jpg
Now: http://archive.dingto.org/2015/blender/code/multi_level_constant_fold.jpg

Thanks to Sergey and Brecht for Review!
Differential Revision: https://developer.blender.org/D1626
2015-11-25 13:57:54 +01:00
Sergey Sharybin
8294452b14 Fix T46782: Updating Shaders very slow with complex nodegraph
The issue was caused by not really optimal graph traversal for gathering nodes
dependencies which could have exponential complexity with a long tree branches
connected with multiple connections between them.

Now we optimize the depth traversal and perform early output if the node was
already traversed.

Please note that this adds some limitations to the use of SVM compiler's
find_dependencies() in the cases when skip_node is not NULL and one wants to
perform dependencies find sequentially with the same set. This doesn't happen
in the code, but one should be aware of this.
2015-11-25 13:46:51 +05:00
Sergey Sharybin
443b159f02 Cycles: Ensure order of shader nodes in the dependnecies set
The issue was than nodes dependencies were stored as set<ShaderNode*> which
is actually a so called "strict weak ordered", meaning order of nodes in
the set is strictly defined, but based on the ShaderNode pointer. This means
that between different render invokations order of original nodes could be
different due to different pointers allocated for ShaderNode.

This commit makes it so dependencies and maps used for ShaderNodes are based
on the node->id which has much more predictable order. It's still possible
to trick the system by doing some crazy edits during viewport rendfer and
cause difference between viewport and final render stacks.

Reviewers: brecht

Reviewed By: brecht

Subscribers: LazyDodo

Differential Revision: https://developer.blender.org/D1630
2015-11-25 13:07:32 +05:00
Sergey Sharybin
7e71be261b Cycles: Fix filter glossy being broken after recent changes
Basically we can not use sharp closure as a substitude when filter glossy is
used. This is because we can not blur sharp reflection/refraction.

This is quite quick and not really clean implementation. Not really happy
with manual handling of original settings, but this is as good as we can do
in the quick patch. It's a good acknowledgment and we now can re-consider
some aspects of graph simplification to make such cases more natively
supported.

P.S. This failure would have been shown by our regression tests, so please,
bother a bit to run Cycles's test sweep before doing such optimizations.
2015-11-20 18:18:27 +05:00
Thomas Dinges
eeed28fefc Fix T46818, crash with Glossy node on Windows. 2015-11-19 08:43:43 +01:00
Thomas Dinges
0639ba8ea5 Cycles / Shader graph: Fallback to Sharp closures for very small roughness.
We fallback to Sharp closures for Glossy, Glass and Refraction nodes now, in case the Roughness input is disconnected and 0 (< 1e-4f to be exact).
This way we gain a few percentages of performance, in case the user did not manually set the closure type to "Sharp" in the UI.

Sharp will probably be removed from the UI as a followup, not needed anymore with this internal optimization.

Original idea by Lukas Stockner(Differential Revision: https://developer.blender.org/D1439), code implementation by myself.
2015-11-18 18:47:56 +01:00
Thomas Dinges
836c69c92f Cleanup: Add some notes in code for upcoming graph simplification process. 2015-11-18 17:20:39 +01:00
Thomas Dinges
38bbc920a6 Cycles: Add utility functions to get a ShaderInput / ShaderOutput by name. 2015-11-18 17:12:26 +01:00
Sergey Sharybin
83a36b2829 Cycles: Fix for wrong optimization of bump node
It can't be simply removed in cases when it's connected to input which is
different from Normal. This is because the input wouldn't be connected to
default Normal geometry input, possibly breaking shading setup.

The fix is not really ideal, but should work at least.

This fixes skin having too much glossy reflection in the file from T46013.
2015-09-04 20:06:31 +05:00
Thomas Dinges
b666593775 Cycles: Remove Bump Node from the graph, if Height input is not connected.
This way we can avoid building the split kernel with NODE_FEATURE_BUMP enabled, in case we don't need it.
2015-06-11 23:09:38 +02:00
Thomas Dinges
67eb2c7897 Cycles: Remove Emission shaders from the graph if color or strength is 0. 2015-05-14 01:13:40 +02:00
Sergey Sharybin
5068f7dc01 Cycles: Add utility function to graph to query number of closures used in it
Currently unused but will be needed soon for the split kernel work.
2015-05-09 19:13:32 +05:00
Thomas Dinges
bc160d8a85 Cleanup: Code style. 2015-04-26 00:42:26 +02:00
Sergey Sharybin
09a746b857 Cycles: Cleanup, typos 2015-04-08 01:15:38 +05:00
Sergey Sharybin
948bc66a00 Cycles: Improve readability of dumped graphs 2015-03-17 21:15:17 +05:00
Sergey Sharybin
a43d00d51e Cycles: Fix displacement code creating cyclic dependencies in graph
Bump result was passed to set_normal node and then set_node was connected
to all unconnected Normal inputs, including the one from original Bump
node, causing cycles.
2015-03-17 19:39:09 +05:00
Thomas Dinges
fa9311c9a4 Cleanup: Update comments and make it more clear what volume interpolation is for. 2015-02-16 22:11:41 +01:00
Thomas Dinges
1aa8f0d3c0 Cleanup / Cycles: Code de-duplication for graph node relinking.
Differential Revision: https://developer.blender.org/D1018
2015-01-22 09:59:16 +01:00
Thomas Dinges
cd72396797 Cycles: Optimization for black world backgrounds
* If a Background node is set to a black color or zero strength,
it now gets removed from the shader graph.

* In case the graph is empty (no background node), the kernel will skip
evaluating it and save some rendertime. This can help quite a bit in scenes,
where the majority of the image consists of a black background.

Example: http://www.pasteall.org/pic/show.php?id=82650
In this case the render is ~16% faster.

Differential Revision: https://developer.blender.org/D972
2015-01-21 20:16:18 +01:00
Thomas Dinges
ee36e75b85 Cleanup: Fix Cycles Apache header.
This was already mixed a bit, but the dot belongs there.
2014-12-25 02:50:24 +01:00
Sergey Sharybin
d6579fe7f3 Cycles: Fix typo on graphiz graph dumper 2014-11-20 18:56:20 +05:00
Campbell Barton
133f79e449 Cleanup: warnings, typos 2014-10-29 14:15:21 +01:00
Sergey Sharybin
d165b1b266 Cycles: Add method to dump current shader graph to the graphiz file
This is rather useful to see how good optimization went and so.

Currently uses quite simple notation: shader nodes are nodes on the
graph, connects between graph nodes are named by the sockets names,
so i.e. connection between BSDF and Mix would be named bsdf:closure1.

Could be improved in the feature to draw fancier graph, but it's good
enough already.

Use in the following way:
- To create graphix file call graph->dump_graph("graph.dot")
- To visualize the grapf call: dot -Tpng graph.dot -o graph.png
2014-09-25 17:08:32 +06:00
Thomas Dinges
cbffc7499e Cycles: Shader Graph Optimization for Mix RGB nodes.
Basically the same as AC2c58e96685e8, but for Mix RGB Shaders, in case we use the Mix type. This way the node can be used as texture switch for example, setting the Factor to 0.0 or 1.0, without wasting extra memory / render time.
2014-09-24 12:52:36 +02:00
Thomas Dinges
75b61f5346 Cycles: Remove unused Mix Shaders from the ShaderGraph, instead of only relinking.
Differential revision: https://developer.blender.org/D796
2014-09-19 13:21:25 +02:00
Brecht Van Lommel
04a10907dc Code cleanup: remove old closure sampling code Cycles.
This was the original code to get things working on old GPUs, but now it is no
longer in use and various features in fact depend on this to work correctly to
the point that enabling this code is too buggy to be useful.
2014-04-21 16:14:37 +02:00
Campbell Barton
63ccb26303 Code Cleanup: spelling 2014-01-17 17:35:03 +11:00
Brecht Van Lommel
aaabac069f Cycles Volume Render: these changes should have included in the last commit. 2013-12-31 18:03:22 +01:00
Brecht Van Lommel
9cd2b19999 Cycles Volume Render: generated texture coordinates for volume render.
This does not support staying fixed while the surface deforms, but for static
meshes it should match up with the surface texture coordinates. Implemented
as a matrix transform from objects space to mesh texture space.

Making this work for deforming surfaces would be quite complicated, you might
need something like harmonic coordinates as used in the mesh deform modifier,
probably will not be possible anytime soon.
2013-12-31 17:38:26 +01:00
Brecht Van Lommel
6b03f92aa7 Cycles Volume Render: optimization to avoid exporting surface attributes when
only a volume shader is used.
2013-12-31 17:30:34 +01:00
Brecht Van Lommel
b9ce231060 Cycles: relicense GNU GPL source code to Apache version 2.0.
More information in this post:
http://code.blender.org/

Thanks to all contributes for giving their permission!
2013-08-18 14:16:15 +00:00
Thomas Dinges
8cda3264bd Code cleanup:
* Some typo fixes.
2013-08-13 08:43:31 +00:00
Brecht Van Lommel
9460d9f344 Fix #36080: fix cycles crash with certain group node setups, accessing freed
memory.
2013-07-10 10:50:19 +00:00
Brecht Van Lommel
8acdc0515d Fix #35847: cycles group nodes did not work well exposing inputs like normal or
texture coordinate that should automatically use the default normal or texture
coordinate appropriate for that node, rather than some fixed value specified by
the user.
2013-06-23 19:24:32 +00:00
Brecht Van Lommel
e66f3eb499 Cycles: GLSL materials now can use multiple UV maps with the attribute node. 2013-06-05 15:54:39 +00:00
Brecht Van Lommel
8e9b6daa8e Fix for recent bugfix with anisotropic node crash, could do invalid memory access. 2013-05-10 15:10:54 +00:00