Files
blender/intern/cycles/blender/blender_sync.cpp
Thomas Dinges a18112249d Cycles / Non-Progressive integrator:
* Non-Progressive integrator is now available on the GPU (CUDA, sm_20 and above). 

Implementation details:
* kernel_path_trace() has been split up into two functions:
kernel_path_trace_non_progressive() and kernel_path_trace_progressive().

* We compile two CUDA kernel entry functions (in kernel.cu) for the two integrators, they are still inside one .cubin file but due to the kernel separation there should be no performance problem. I tested with the BMW file on my Geforce 540M and the render times were the same for 100 samples (1.57 min in my case).

This is part of my GSoC project, SVN merge of r59032 + manual merge of UI changes for this from my branch.
2013-08-09 18:47:25 +00:00

501 lines
15 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "background.h"
#include "camera.h"
#include "film.h"
#include "graph.h"
#include "integrator.h"
#include "light.h"
#include "mesh.h"
#include "nodes.h"
#include "object.h"
#include "scene.h"
#include "shader.h"
#include "curves.h"
#include "device.h"
#include "blender_sync.h"
#include "blender_util.h"
#include "util_debug.h"
#include "util_foreach.h"
CCL_NAMESPACE_BEGIN
/* Constructor */
BlenderSync::BlenderSync(BL::RenderEngine b_engine_, BL::BlendData b_data_, BL::Scene b_scene_, Scene *scene_, bool preview_, Progress &progress_, bool is_cpu_)
: b_engine(b_engine_),
b_data(b_data_), b_scene(b_scene_),
shader_map(&scene_->shaders),
object_map(&scene_->objects),
mesh_map(&scene_->meshes),
light_map(&scene_->lights),
particle_system_map(&scene_->particle_systems),
world_map(NULL),
world_recalc(false),
experimental(false),
progress(progress_)
{
scene = scene_;
preview = preview_;
is_cpu = is_cpu_;
}
BlenderSync::~BlenderSync()
{
}
/* Sync */
bool BlenderSync::sync_recalc()
{
/* sync recalc flags from blender to cycles. actual update is done separate,
* so we can do it later on if doing it immediate is not suitable */
BL::BlendData::materials_iterator b_mat;
for(b_data.materials.begin(b_mat); b_mat != b_data.materials.end(); ++b_mat)
if(b_mat->is_updated() || (b_mat->node_tree() && b_mat->node_tree().is_updated()))
shader_map.set_recalc(*b_mat);
BL::BlendData::lamps_iterator b_lamp;
for(b_data.lamps.begin(b_lamp); b_lamp != b_data.lamps.end(); ++b_lamp)
if(b_lamp->is_updated() || (b_lamp->node_tree() && b_lamp->node_tree().is_updated()))
shader_map.set_recalc(*b_lamp);
BL::BlendData::objects_iterator b_ob;
for(b_data.objects.begin(b_ob); b_ob != b_data.objects.end(); ++b_ob) {
if(b_ob->is_updated()) {
object_map.set_recalc(*b_ob);
light_map.set_recalc(*b_ob);
}
if(object_is_mesh(*b_ob)) {
if(b_ob->is_updated_data() || b_ob->data().is_updated()) {
BL::ID key = BKE_object_is_modified(*b_ob)? *b_ob: b_ob->data();
mesh_map.set_recalc(key);
}
}
else if(object_is_light(*b_ob)) {
if(b_ob->is_updated_data() || b_ob->data().is_updated())
light_map.set_recalc(*b_ob);
}
if(b_ob->is_updated_data()) {
BL::Object::particle_systems_iterator b_psys;
for (b_ob->particle_systems.begin(b_psys); b_psys != b_ob->particle_systems.end(); ++b_psys)
particle_system_map.set_recalc(*b_ob);
}
}
BL::BlendData::meshes_iterator b_mesh;
for(b_data.meshes.begin(b_mesh); b_mesh != b_data.meshes.end(); ++b_mesh)
if(b_mesh->is_updated())
mesh_map.set_recalc(*b_mesh);
BL::BlendData::worlds_iterator b_world;
for(b_data.worlds.begin(b_world); b_world != b_data.worlds.end(); ++b_world) {
if(world_map == b_world->ptr.data &&
(b_world->is_updated() || (b_world->node_tree() && b_world->node_tree().is_updated())))
{
world_recalc = true;
}
}
bool recalc =
shader_map.has_recalc() ||
object_map.has_recalc() ||
light_map.has_recalc() ||
mesh_map.has_recalc() ||
particle_system_map.has_recalc() ||
BlendDataObjects_is_updated_get(&b_data.ptr) ||
world_recalc;
return recalc;
}
void BlenderSync::sync_data(BL::SpaceView3D b_v3d, BL::Object b_override, const char *layer)
{
sync_render_layers(b_v3d, layer);
sync_integrator();
sync_film();
sync_shaders();
sync_curve_settings();
sync_objects(b_v3d);
sync_motion(b_v3d, b_override);
}
/* Integrator */
void BlenderSync::sync_integrator()
{
#ifdef __CAMERA_MOTION__
BL::RenderSettings r = b_scene.render();
#endif
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
experimental = (RNA_enum_get(&cscene, "feature_set") != 0);
Integrator *integrator = scene->integrator;
Integrator previntegrator = *integrator;
integrator->min_bounce = get_int(cscene, "min_bounces");
integrator->max_bounce = get_int(cscene, "max_bounces");
integrator->max_diffuse_bounce = get_int(cscene, "diffuse_bounces");
integrator->max_glossy_bounce = get_int(cscene, "glossy_bounces");
integrator->max_transmission_bounce = get_int(cscene, "transmission_bounces");
integrator->transparent_max_bounce = get_int(cscene, "transparent_max_bounces");
integrator->transparent_min_bounce = get_int(cscene, "transparent_min_bounces");
integrator->transparent_shadows = get_boolean(cscene, "use_transparent_shadows");
integrator->no_caustics = get_boolean(cscene, "no_caustics");
integrator->filter_glossy = get_float(cscene, "blur_glossy");
integrator->seed = get_int(cscene, "seed");
integrator->layer_flag = render_layer.layer;
integrator->sample_clamp = get_float(cscene, "sample_clamp");
#ifdef __CAMERA_MOTION__
if(!preview) {
if(integrator->motion_blur != r.use_motion_blur()) {
scene->object_manager->tag_update(scene);
scene->camera->tag_update();
}
integrator->motion_blur = r.use_motion_blur();
}
#endif
integrator->progressive = get_boolean(cscene, "progressive");
int diffuse_samples = get_int(cscene, "diffuse_samples");
int glossy_samples = get_int(cscene, "glossy_samples");
int transmission_samples = get_int(cscene, "transmission_samples");
int ao_samples = get_int(cscene, "ao_samples");
int mesh_light_samples = get_int(cscene, "mesh_light_samples");
int subsurface_samples = get_int(cscene, "subsurface_samples");
if(get_boolean(cscene, "squared_samples")) {
integrator->diffuse_samples = diffuse_samples * diffuse_samples;
integrator->glossy_samples = glossy_samples * glossy_samples;
integrator->transmission_samples = transmission_samples * transmission_samples;
integrator->ao_samples = ao_samples * ao_samples;
integrator->mesh_light_samples = mesh_light_samples * mesh_light_samples;
integrator->subsurface_samples = subsurface_samples * subsurface_samples;
}
else {
integrator->diffuse_samples = diffuse_samples;
integrator->glossy_samples = glossy_samples;
integrator->transmission_samples = transmission_samples;
integrator->ao_samples = ao_samples;
integrator->mesh_light_samples = mesh_light_samples;
integrator->subsurface_samples = subsurface_samples;
}
if(experimental)
integrator->sampling_pattern = (SamplingPattern)RNA_enum_get(&cscene, "sampling_pattern");
if(integrator->modified(previntegrator))
integrator->tag_update(scene);
}
/* Film */
void BlenderSync::sync_film()
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
Film *film = scene->film;
Film prevfilm = *film;
film->exposure = get_float(cscene, "film_exposure");
film->filter_type = (FilterType)RNA_enum_get(&cscene, "filter_type");
film->filter_width = (film->filter_type == FILTER_BOX)? 1.0f: get_float(cscene, "filter_width");
if(b_scene.world()) {
BL::WorldMistSettings b_mist = b_scene.world().mist_settings();
film->mist_start = b_mist.start();
film->mist_depth = b_mist.depth();
switch(b_mist.falloff()) {
case BL::WorldMistSettings::falloff_QUADRATIC:
film->mist_falloff = 2.0f;
break;
case BL::WorldMistSettings::falloff_LINEAR:
film->mist_falloff = 1.0f;
break;
case BL::WorldMistSettings::falloff_INVERSE_QUADRATIC:
film->mist_falloff = 0.5f;
break;
}
}
if(film->modified(prevfilm))
film->tag_update(scene);
}
/* Render Layer */
void BlenderSync::sync_render_layers(BL::SpaceView3D b_v3d, const char *layer)
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
string layername;
/* 3d view */
if(b_v3d) {
if(RNA_boolean_get(&cscene, "preview_active_layer")) {
BL::RenderLayers layers(b_scene.render().ptr);
layername = layers.active().name();
layer = layername.c_str();
}
else {
render_layer.use_localview = (b_v3d.local_view() ? true : false);
render_layer.scene_layer = get_layer(b_v3d.layers(), b_v3d.layers_local_view(), render_layer.use_localview);
render_layer.layer = render_layer.scene_layer;
render_layer.exclude_layer = 0;
render_layer.holdout_layer = 0;
render_layer.material_override = PointerRNA_NULL;
render_layer.use_background = true;
render_layer.use_hair = true;
render_layer.use_surfaces = true;
render_layer.use_viewport_visibility = true;
render_layer.samples = 0;
render_layer.bound_samples = false;
return;
}
}
/* render layer */
BL::RenderSettings r = b_scene.render();
BL::RenderSettings::layers_iterator b_rlay;
int use_layer_samples = RNA_enum_get(&cscene, "use_layer_samples");
bool first_layer = true;
for(r.layers.begin(b_rlay); b_rlay != r.layers.end(); ++b_rlay) {
if((!layer && first_layer) || (layer && b_rlay->name() == layer)) {
render_layer.name = b_rlay->name();
render_layer.holdout_layer = get_layer(b_rlay->layers_zmask());
render_layer.exclude_layer = get_layer(b_rlay->layers_exclude());
render_layer.scene_layer = get_layer(b_scene.layers()) & ~render_layer.exclude_layer;
render_layer.scene_layer |= render_layer.exclude_layer & render_layer.holdout_layer;
render_layer.layer = get_layer(b_rlay->layers());
render_layer.layer |= render_layer.holdout_layer;
render_layer.material_override = b_rlay->material_override();
render_layer.use_background = b_rlay->use_sky();
render_layer.use_surfaces = b_rlay->use_solid();
render_layer.use_hair = b_rlay->use_strand();
render_layer.use_viewport_visibility = false;
render_layer.use_localview = false;
render_layer.bound_samples = (use_layer_samples == 1);
if(use_layer_samples != 2) {
int samples = b_rlay->samples();
if(get_boolean(cscene, "squared_samples") && !(get_boolean(cscene, "progressive")))
render_layer.samples = samples * samples;
else
render_layer.samples = samples;
}
}
first_layer = false;
}
}
/* Scene Parameters */
SceneParams BlenderSync::get_scene_params(BL::Scene b_scene, bool background)
{
BL::RenderSettings r = b_scene.render();
SceneParams params;
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
int shadingsystem = RNA_boolean_get(&cscene, "shading_system");
if(shadingsystem == 0)
params.shadingsystem = SceneParams::SVM;
else if(shadingsystem == 1)
params.shadingsystem = SceneParams::OSL;
if(background)
params.bvh_type = SceneParams::BVH_STATIC;
else
params.bvh_type = (SceneParams::BVHType)RNA_enum_get(&cscene, "debug_bvh_type");
params.use_bvh_spatial_split = RNA_boolean_get(&cscene, "debug_use_spatial_splits");
params.use_bvh_cache = (background)? RNA_boolean_get(&cscene, "use_cache"): false;
if(background && params.shadingsystem != SceneParams::OSL)
params.persistent_data = r.use_persistent_data();
else
params.persistent_data = false;
return params;
}
/* Session Parameters */
bool BlenderSync::get_session_pause(BL::Scene b_scene, bool background)
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
return (background)? false: get_boolean(cscene, "preview_pause");
}
SessionParams BlenderSync::get_session_params(BL::RenderEngine b_engine, BL::UserPreferences b_userpref, BL::Scene b_scene, bool background)
{
SessionParams params;
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
/* feature set */
params.experimental = (RNA_enum_get(&cscene, "feature_set") != 0);
/* device type */
vector<DeviceInfo>& devices = Device::available_devices();
/* device default CPU */
params.device = devices[0];
if(RNA_enum_get(&cscene, "device") == 2) {
/* find network device */
foreach(DeviceInfo& info, devices)
if(info.type == DEVICE_NETWORK)
params.device = info;
}
else if(RNA_enum_get(&cscene, "device") == 1) {
/* find GPU device with given id */
PointerRNA systemptr = b_userpref.system().ptr;
PropertyRNA *deviceprop = RNA_struct_find_property(&systemptr, "compute_device");
int device_id = b_userpref.system().compute_device();
const char *id;
if(RNA_property_enum_identifier(NULL, &systemptr, deviceprop, device_id, &id)) {
foreach(DeviceInfo& info, devices)
if(info.id == id)
params.device = info;
}
}
/* Background */
params.background = background;
/* samples */
int samples = get_int(cscene, "samples");
int aa_samples = get_int(cscene, "aa_samples");
int preview_samples = get_int(cscene, "preview_samples");
int preview_aa_samples = get_int(cscene, "preview_aa_samples");
/* Squared samples for Non-Progressive only */
if(get_boolean(cscene, "squared_samples")) {
aa_samples = aa_samples * aa_samples;
preview_aa_samples = preview_aa_samples * preview_aa_samples;
}
if(get_boolean(cscene, "progressive") == 0) {
if(background) {
params.samples = aa_samples;
}
else {
params.samples = preview_aa_samples;
if(params.samples == 0)
params.samples = USHRT_MAX;
}
}
else {
if(background) {
params.samples = samples;
}
else {
params.samples = preview_samples;
if(params.samples == 0)
params.samples = USHRT_MAX;
}
}
/* tiles */
if(params.device.type != DEVICE_CPU && !background) {
/* currently GPU could be much slower than CPU when using tiles,
* still need to be investigated, but meanwhile make it possible
* to work in viewport smoothly
*/
int debug_tile_size = get_int(cscene, "debug_tile_size");
params.tile_size = make_int2(debug_tile_size, debug_tile_size);
}
else {
int tile_x = b_engine.tile_x();
int tile_y = b_engine.tile_y();
params.tile_size = make_int2(tile_x, tile_y);
}
params.tile_order = RNA_enum_get(&cscene, "tile_order");
params.start_resolution = get_int(cscene, "preview_start_resolution");
/* other parameters */
if(b_scene.render().threads_mode() == BL::RenderSettings::threads_mode_FIXED)
params.threads = b_scene.render().threads();
else
params.threads = 0;
params.cancel_timeout = get_float(cscene, "debug_cancel_timeout");
params.reset_timeout = get_float(cscene, "debug_reset_timeout");
params.text_timeout = get_float(cscene, "debug_text_timeout");
params.progressive_refine = get_boolean(cscene, "use_progressive_refine");
if(background) {
if(params.progressive_refine)
params.progressive = true;
else
params.progressive = false;
params.start_resolution = INT_MAX;
}
else
params.progressive = true;
/* shading system - scene level needs full refresh */
int shadingsystem = RNA_boolean_get(&cscene, "shading_system");
if(shadingsystem == 0)
params.shadingsystem = SessionParams::SVM;
else if(shadingsystem == 1)
params.shadingsystem = SessionParams::OSL;
return params;
}
CCL_NAMESPACE_END