Files
blender/intern/cycles/blender/addon/engine.py
Sergey Sharybin c8d2bc7890 Cycles: Always use guarded allocator of vectors
We don't have vectors re-allocation happening multiple times from inside
a loop anymore, so we can safely switch to a memory guarded allocator for
vectors and keep track on the memory usage at various stages of rendering.

Additionally, when building from inside Blender repository, Cycles will
use Blender's guarded allocator, so actual memory usage will be displayed
in the Space Info header.

There are couple of tricky aspects of the patch:

- TaskScheduler::exit() now explicitly frees memory used by `threads`.
  This is needed because `threads` is a static member which destructor
  isn't getting called on Blender's exit which caused memory leak print
  to happen.

  This shouldn't give any measurable speed issues, reallocation of that
  vector is only one of fewzillion other allocations happening during
  synchronization.

- Use regular guarded malloc (not aligned one). No idea why it was
  made to be aligned in the first place. Perhaps some corner case tests
  or so. Vector was never expected to be aligned anyway. Let's see if
  we'll have actual bugs with this.

Reviewers: dingto, lukasstockner97, juicyfruit, brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D1774
2016-02-12 15:43:26 +01:00

163 lines
4.6 KiB
Python

#
# Copyright 2011-2013 Blender Foundation
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
# <pep8 compliant>
def _is_using_buggy_driver():
import bgl
# We need to be conservative here because in multi-GPU systems display card
# might be quite old, but others one might be just good.
#
# So We shouldn't disable possible good dedicated cards just because display
# card seems weak. And instead we only blacklist configurations which are
# proven to cause problems.
if bgl.glGetString(bgl.GL_VENDOR) == "ATI Technologies Inc.":
import re
version = bgl.glGetString(bgl.GL_VERSION)
if version.endswith("Compatibility Profile Context"):
# Old HD 4xxx and 5xxx series drivers did not have driver version
# in the version string, but those cards do not quite work and
# causing crashes.
return True
regex = re.compile(".*Compatibility Profile Context ([0-9]+(\.[0-9]+)+)$")
if not regex.match(version):
# Skip cards like FireGL
return False
version = regex.sub("\\1", version).split('.')
return int(version[0]) == 8
return False
def _workaround_buggy_drivers():
if _is_using_buggy_driver():
import _cycles
if hasattr(_cycles, "opencl_disable"):
print("Cycles: OpenGL driver known to be buggy, disabling OpenCL platform.")
_cycles.opencl_disable()
def init():
import bpy
import _cycles
import os.path
# Workaround possibly buggy legacy drivers which crashes on the OpenCL
# device enumeration.
#
# This checks are not really correct because they might still fail
# in the case of multiple GPUs. However, currently buggy drivers
# are really old and likely to be used in single GPU systems only
# anyway.
#
# Can't do it in the background mode, so we hope OpenCL is no enabled
# in the user preferences.
if not bpy.app.background:
_workaround_buggy_drivers()
path = os.path.dirname(__file__)
user_path = os.path.dirname(os.path.abspath(bpy.utils.user_resource('CONFIG', '')))
_cycles.init(path, user_path, bpy.app.background)
def exit():
import _cycles
_cycles.exit()
def create(engine, data, scene, region=None, v3d=None, rv3d=None, preview_osl=False):
import bpy
import _cycles
data = data.as_pointer()
userpref = bpy.context.user_preferences.as_pointer()
scene = scene.as_pointer()
if region:
region = region.as_pointer()
if v3d:
v3d = v3d.as_pointer()
if rv3d:
rv3d = rv3d.as_pointer()
if bpy.app.debug_value == 256:
_cycles.debug_flags_update(scene)
else:
_cycles.debug_flags_reset()
engine.session = _cycles.create(engine.as_pointer(), userpref, data, scene, region, v3d, rv3d, preview_osl)
def free(engine):
if hasattr(engine, "session"):
if engine.session:
import _cycles
_cycles.free(engine.session)
del engine.session
def render(engine):
import _cycles
if hasattr(engine, "session"):
_cycles.render(engine.session)
def bake(engine, obj, pass_type, pass_filter, object_id, pixel_array, num_pixels, depth, result):
import _cycles
session = getattr(engine, "session", None)
if session is not None:
_cycles.bake(engine.session, obj.as_pointer(), pass_type, pass_filter, object_id, pixel_array.as_pointer(), num_pixels, depth, result.as_pointer())
def reset(engine, data, scene):
import _cycles
data = data.as_pointer()
scene = scene.as_pointer()
_cycles.reset(engine.session, data, scene)
def update(engine, data, scene):
import _cycles
_cycles.sync(engine.session)
def draw(engine, region, v3d, rv3d):
import _cycles
v3d = v3d.as_pointer()
rv3d = rv3d.as_pointer()
# draw render image
_cycles.draw(engine.session, v3d, rv3d)
def available_devices():
import _cycles
return _cycles.available_devices()
def with_osl():
import _cycles
return _cycles.with_osl
def with_network():
import _cycles
return _cycles.with_network
def system_info():
import _cycles
return _cycles.system_info()