
This commit adds a sample-based profiler that runs during CPU rendering and collects statistics on time spent in different parts of the kernel (ray intersection, shader evaluation etc.) as well as time spent per material and object. The results are currently not exposed in the user interface or per Python yet, to see the stats on the console pass the "--cycles-print-stats" argument to Cycles (e.g. "./blender -- --cycles-print-stats"). Unfortunately, there is no clear way to extend this functionality to CUDA or OpenCL, so it is CPU-only for now. Reviewers: brecht, sergey, swerner Reviewed By: brecht, swerner Differential Revision: https://developer.blender.org/D3892
157 lines
5.0 KiB
C
157 lines
5.0 KiB
C
/*
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* Copyright 2017 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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#ifdef __SUBSURFACE__
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# ifndef __KERNEL_CUDA__
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ccl_device
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# else
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ccl_device_inline
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# endif
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bool kernel_path_subsurface_scatter(
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KernelGlobals *kg,
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ShaderData *sd,
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ShaderData *emission_sd,
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PathRadiance *L,
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ccl_addr_space PathState *state,
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ccl_addr_space Ray *ray,
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ccl_addr_space float3 *throughput,
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ccl_addr_space SubsurfaceIndirectRays *ss_indirect)
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{
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PROFILING_INIT(kg, PROFILING_SUBSURFACE);
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float bssrdf_u, bssrdf_v;
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path_state_rng_2D(kg, state, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
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const ShaderClosure *sc = shader_bssrdf_pick(sd, throughput, &bssrdf_u);
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/* do bssrdf scatter step if we picked a bssrdf closure */
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if(sc) {
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/* We should never have two consecutive BSSRDF bounces,
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* the second one should be converted to a diffuse BSDF to
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* avoid this.
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*/
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kernel_assert(!(state->flag & PATH_RAY_DIFFUSE_ANCESTOR));
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uint lcg_state = lcg_state_init_addrspace(state, 0x68bc21eb);
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LocalIntersection ss_isect;
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int num_hits = subsurface_scatter_multi_intersect(kg,
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&ss_isect,
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sd,
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state,
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sc,
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&lcg_state,
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bssrdf_u, bssrdf_v,
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false);
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# ifdef __VOLUME__
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bool need_update_volume_stack =
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kernel_data.integrator.use_volumes &&
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sd->object_flag & SD_OBJECT_INTERSECTS_VOLUME;
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# endif /* __VOLUME__ */
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/* compute lighting with the BSDF closure */
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for(int hit = 0; hit < num_hits; hit++) {
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/* NOTE: We reuse the existing ShaderData, we assume the path
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* integration loop stops when this function returns true.
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*/
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subsurface_scatter_multi_setup(kg,
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&ss_isect,
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hit,
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sd,
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state,
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sc);
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kernel_path_surface_connect_light(kg, sd, emission_sd, *throughput, state, L);
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ccl_addr_space PathState *hit_state = &ss_indirect->state[ss_indirect->num_rays];
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ccl_addr_space Ray *hit_ray = &ss_indirect->rays[ss_indirect->num_rays];
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ccl_addr_space float3 *hit_tp = &ss_indirect->throughputs[ss_indirect->num_rays];
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PathRadianceState *hit_L_state = &ss_indirect->L_state[ss_indirect->num_rays];
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*hit_state = *state;
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*hit_ray = *ray;
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*hit_tp = *throughput;
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*hit_L_state = L->state;
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hit_state->rng_offset += PRNG_BOUNCE_NUM;
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if(kernel_path_surface_bounce(kg,
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sd,
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hit_tp,
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hit_state,
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hit_L_state,
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hit_ray))
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{
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# ifdef __LAMP_MIS__
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hit_state->ray_t = 0.0f;
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# endif /* __LAMP_MIS__ */
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# ifdef __VOLUME__
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if(need_update_volume_stack) {
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Ray volume_ray = *ray;
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/* Setup ray from previous surface point to the new one. */
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volume_ray.D = normalize_len(hit_ray->P - volume_ray.P,
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&volume_ray.t);
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kernel_volume_stack_update_for_subsurface(
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kg,
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emission_sd,
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&volume_ray,
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hit_state->volume_stack);
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}
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# endif /* __VOLUME__ */
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ss_indirect->num_rays++;
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}
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}
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return true;
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}
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return false;
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}
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ccl_device_inline void kernel_path_subsurface_init_indirect(
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ccl_addr_space SubsurfaceIndirectRays *ss_indirect)
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{
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ss_indirect->num_rays = 0;
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}
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ccl_device void kernel_path_subsurface_setup_indirect(
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KernelGlobals *kg,
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ccl_addr_space SubsurfaceIndirectRays *ss_indirect,
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ccl_addr_space PathState *state,
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ccl_addr_space Ray *ray,
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PathRadiance *L,
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ccl_addr_space float3 *throughput)
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{
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/* Setup state, ray and throughput for indirect SSS rays. */
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ss_indirect->num_rays--;
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path_radiance_sum_indirect(L);
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path_radiance_reset_indirect(L);
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*state = ss_indirect->state[ss_indirect->num_rays];
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*ray = ss_indirect->rays[ss_indirect->num_rays];
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L->state = ss_indirect->L_state[ss_indirect->num_rays];
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*throughput = ss_indirect->throughputs[ss_indirect->num_rays];
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state->rng_offset += ss_indirect->num_rays * PRNG_BOUNCE_NUM;
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}
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#endif /* __SUBSURFACE__ */
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CCL_NAMESPACE_END
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