Commit Graph

54 Commits

Author SHA1 Message Date
Brecht Van Lommel
1eba32c3e9 Fix T91576: Cycles attribute node with name N for smooth normal no longer working
There was an optimization to remove duplicate storage of normals as attributes
when using normal maps. However for named attributes like this we still need to
store the attribute.

Don't request normal attribute from the normal map node now, instead of skipping it
in the geometry code.
2021-09-22 17:05:31 +02:00
Brecht Van Lommel
0803119725 Cycles: merge of cycles-x branch, a major update to the renderer
This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.

Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.

Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles
https://wiki.blender.org/wiki/Source/Render/Cycles

Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)

For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.

Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-09-21 14:55:54 +02:00
Kévin Dietrich
962153dbed Cycles: missing case for ignoring subdivision vertex normals
This was missing from rBb8ecdbcd964a.
2021-08-19 20:36:34 +02:00
Kévin Dietrich
b8ecdbcd96 Cycles: avoid copying vertex normals attribute twice to the devices
Vertex normals are needed for normals maps and therefore are packed and send
to the device alongside the other float3 attributes. However, we already pack
and send vertex normals through `DeviceScene.tri_vnormal`.

This removes the packing of vertex normals from the attributes buffer, and
reuses `tri_vnormal` in the kernel for normals lookup for normal maps, which
reduces memory usage a bit, and speeds up device updates.

This also fixes potential missing normals updates following rB12a06292af86,
since the need for vertex normals for normals maps was overlooked.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D12237
2021-08-18 21:12:39 +02:00
Campbell Barton
f1e4903854 Cleanup: full sentences in comments, improve comment formatting 2021-06-26 21:50:48 +10:00
Kévin Dietrich
c59d2c739d Cleanup: spelling in comments 2021-06-01 01:45:17 +02:00
Kévin Dietrich
12a06292af Cycles: optimize attributes device updates
When an `AttributeSet` is tagged as modified, which happens after the addition or
removal of an `Attribute` from the set, during the following GeometryManager device
update, we update and repack the kernel data for all attribute types. However, if we
only add or remove a `float` attribute, `float2` or `float3` attributes should not
be repacked for efficiency.

This patch adds some mechanisms to detect which attribute types are modified from
the AttributeSet.

Firstly, this adds an `AttrKernelDataType` to map the data type of the Attribute to
the one used in the kernel as there is no one to one match between the two since e.g.
`Transform` or `float4` data are stored as `float3s` in the kernel.

Then, this replaces the `AttributeSet.modified` boolean with a set of flags to detect
which types have been modified. There is no specific flag type (e.g.
`enum ModifiedType`), rather the flags used derive simply from the
`AttrKernelDataType` enumeration, to keep things synchronized.

The logic to remove an `Attribute` from the `AttributeSet` and tag the latter as modified
is centralized in a new `AttributeSet.remove` method taking an iterator as input.

Lastly, as some attributes like standard normals are not stored in the various
kernel attribute arrays (`DeviceScene::attribute_*`), the modified flags are only
set if the associated standard corresponds to an attribute which will be stored
in the kernel's attribute arrays. This makes it so adding or removing such attributes
does not trigger an unnecessary update of other type-related attributes.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D11373
2021-05-26 12:18:28 +02:00
Campbell Barton
c1c0b661c0 Cleanup: clang-format 2021-05-14 17:35:08 +10:00
Kévin Dietrich
01718ad952 Merge branch 'blender-v2.93-release' 2021-05-14 02:42:19 +02:00
Kévin Dietrich
fce795415a Fix T87929: Cycles, missing update when visibility is modified
This issue originates from a missing BVH packing for visibility data
when it is modified.

To fix this, this adds update flags to the managers to carry the
modified visibility information from the Objects' modified flag to the
GeometryManager.

Another set of flags is added to determine which data need to be packed:
geometry, vertices, or visibility. Those flags are then used when
packing the primivites.

Reviewed By: brecht

Maniphest Tasks: T87929

Differential Revision: https://developer.blender.org/D11219
2021-05-14 02:40:43 +02:00
Kévin Dietrich
5a964664d6 Cycles: add reference counting to Nodes
This adds a reference count to Nodes which is incremented or decremented
whenever they are added to or removed from a socket, which will help us
track used Nodes throughout the scene graph generically without having to
add an explicit count or flag on specific Node types. This is especially
useful to track Nodes defined through Procedurals out of Cycles' control.

This also modifies the order in which nodes are deleted to ensure that
upon deletion, a Node does not attempt to decrement the reference
count of another Node which was already freed or deleted.

This is not currently used, but will be in the next commit.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D10965
2021-05-03 01:20:33 +02:00
Brecht Van Lommel
2b9e6943cd Fix T86880: Cycles bevel shader not working after editing world 2021-04-12 20:10:30 +02:00
Kévin Dietrich
fb6c29f59c Cleanup: redundant expression 2021-03-26 10:50:34 +01:00
Kévin Dietrich
665d8c0e34 Cleanup: unused variable 2021-03-24 10:41:29 +01:00
Kévin Dietrich
42198e9eb0 Fix T86601: Cycles accumulates displacement when transforming an Object
In order to update the BVH when only the transformations are changing,
we would tag the Object's Geometry as modified. However, when
displacement is used, and the vertices were not themselves modified,
this would cause us to redo the displacement on already displaced
vertices.

To fix this, use a specific update flag for detecting and notifying that
transformations were modified.

Regression caused by rBbbe6d44928235cd4a5cfbeaf1a1de78ed861bb92.
2021-03-24 10:41:29 +01:00
Kévin Dietrich
96e60cc22c Fix T86567: Cycles crashes when playing back animated volumes
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.
2021-03-23 15:59:29 +01:00
Brecht Van Lommel
cd3fade2aa Fix Cycles rendering crash on OpenBSD
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.
2021-03-15 16:47:07 +01:00
Brecht Van Lommel
20ee6c0f16 Fix compiler warning when building Cycles without Embree 2021-03-12 15:17:08 +01:00
Kévin Dietrich
72370b92be Fix T85926: Cycles missing viewport updates when making materials single user
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.
2021-02-25 02:18:02 +01:00
Brecht Van Lommel
5b6a3a57fb Merge branch 'blender-v2.92-release' 2021-02-17 15:56:24 +01:00
Brecht Van Lommel
2217719feb Fix T85440: crash with displacement shaders and updating geometry in viewport
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
2021-02-17 15:22:37 +01:00
Jacques Lucke
9419452f85 Cycles: detect when attributes have changed
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.
2021-02-17 12:06:10 +01:00
Kévin Dietrich
5213b18eb2 Cycles: fix wrong flags used to tag device data as dirty
Also fixes missing modified tag for float2 and float3 attributes arrays.
2021-02-09 14:50:00 +01:00
Campbell Barton
17e1e2bfd8 Cleanup: correct spelling in comments 2021-02-05 16:23:34 +11:00
Kévin Dietrich
7a0281914e Fix T85010: Cycles viewport not showing certain material changes when using GPU compute
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).
2021-01-25 07:40:49 +01:00
Campbell Barton
9c088b1b97 Cleanup: spelling 2021-01-24 16:06:58 +11:00
Kévin Dietrich
bbe6d44928 Cycles: optimize device updates
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
2021-01-22 16:08:25 +01:00
Patrick Mours
166c0db3f9 Fix T83915: Subdivision Surface modifier causes visual artifacts in Cycles rendered viewport - CPU and OptiX
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.
2021-01-05 17:59:38 +01:00
Patrick Mours
bfb6fce659 Cycles: Add CPU+GPU rendering support with OptiX
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
2020-12-11 13:24:29 +01:00
Brecht Van Lommel
b6988de22a Merge branch 'blender-v2.91-release' 2020-11-12 20:30:14 +01:00
Brecht Van Lommel
d59fa12f2a Fix T82607: crash cancelling Cycles render during adaptive subdivision update
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.
2020-11-12 20:14:12 +01:00
Kévin Dietrich
31a620b942 Cycles API: encapsulate Node socket members
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
2020-11-04 13:03:33 +01:00
Alexander Gavrilov
91d320edc3 Cycles: immediately store the used_shader list in Blender interface.
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
2020-11-03 16:35:43 +03:00
Brecht Van Lommel
0270223552 Merge branch 'blender-v2.91-release' 2020-10-30 17:37:23 +01:00
Brecht Van Lommel
8b806c86e1 Fix T82027, T81718: Cycles crash with volume animation playback 2020-10-30 17:36:41 +01:00
Alexander Gavrilov
b7558e3c9c Cycles: internal support for per-instance and per-geometry attributes
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
2020-10-28 12:43:42 +01:00
Alexander Gavrilov
d58b55b55a Cycles: internal support for float4 geometry attributes
Previously only float3 and byte4 was supported.

Ref D2057
2020-10-28 12:43:42 +01:00
Brecht Van Lommel
30f626fe4c Revert "Cycles API: encapsulate Node socket members"
This reverts commit 527f8b32b3. It is causing
motion blur test failures and crashes in some renders, reverting until this is
fixed.
2020-10-27 11:40:42 +01:00
Kévin Dietrich
527f8b32b3 Cycles API: encapsulate Node socket members
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
2020-10-26 23:11:14 +01:00
Brecht Van Lommel
0d3e192660 Fix T81551: Cycles crash updating volume with modifiers
The volume bounds mesh was being rebuilt too often, it should only be done
when rebuilding the BVH as well, otherwise they can go out of sync.
2020-10-12 16:56:41 +02:00
Kévin Dietrich
edd1164575 Cycles: add time statistics to scene update
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
2020-10-01 23:21:11 +02:00
Stefan Werner
009971ba7a Cycles: Separate Embree device for each CPU Device.
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
2020-09-01 21:00:55 +02:00
Kévin Dietrich
aa1e4baa22 Cycles : add a Volume Geometry Node
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
2020-08-19 15:47:09 +02:00
Kévin Dietrich
9280fb19e4 Fixes T77882: artifacts rendering OpenVDB volumes with multiple grids in Cycles
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
2020-08-12 11:52:12 +02:00
Campbell Barton
84f8b47c4c Cleanup: clang-format 2020-06-30 20:50:37 +10:00
Jens Verwiebe
6b53e0adbc Better fix for crash ( with gpu only ) on render end/abort introduced in 0dced1a 2020-06-25 11:06:56 +02:00
Jens Verwiebe
ec776f18ff Fix crashing on render end/abort introduced in 0dced1a 2020-06-24 23:51:57 +02:00
Brecht Van Lommel
0dced1af34 Fix T78149: Cycles memory leak rendering animation with Embree 2020-06-24 18:48:16 +02:00
Brecht Van Lommel
2c41c8e94f Cycles: internal refactoring to make thick/ribbon curve separate primitives
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
2020-06-22 13:28:01 +02:00
Brecht Van Lommel
ace3268482 Cleanup: minor refactoring around DeviceTask 2020-06-22 13:06:47 +02:00