Code refactor: move more memory allocation logic into device API.
[blender.git] / intern / cycles / render / scene.cpp
index 8085cfdd3e6a23dbc31d436daf1205ac92368390..260a325206c847dc2fd72cc0bc738a87a41a546b 100644 (file)
 /*
- * Copyright 2011, Blender Foundation.
+ * Copyright 2011-2013 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.
+ * 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
  *
- * 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.
+ * http://www.apache.org/licenses/LICENSE-2.0
  *
- * 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.
+ * 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.
  */
 
 #include <stdlib.h>
 
-#include "background.h"
-#include "camera.h"
-#include "device.h"
-#include "film.h"
-#include "filter.h"
-#include "integrator.h"
-#include "light.h"
-#include "shader.h"
-#include "mesh.h"
-#include "object.h"
-#include "particles.h"
-#include "scene.h"
-#include "svm.h"
-#include "osl.h"
-
-#include "util_foreach.h"
-#include "util_progress.h"
+#include "render/background.h"
+#include "render/bake.h"
+#include "render/camera.h"
+#include "render/curves.h"
+#include "device/device.h"
+#include "render/film.h"
+#include "render/integrator.h"
+#include "render/light.h"
+#include "render/mesh.h"
+#include "render/object.h"
+#include "render/osl.h"
+#include "render/particles.h"
+#include "render/scene.h"
+#include "render/shader.h"
+#include "render/svm.h"
+#include "render/tables.h"
+
+#include "util/util_foreach.h"
+#include "util/util_guarded_allocator.h"
+#include "util/util_logging.h"
+#include "util/util_progress.h"
 
 CCL_NAMESPACE_BEGIN
 
-Scene::Scene(const SceneParams& params_, const DeviceInfo& device_info_)
-: params(params_)
+DeviceScene::DeviceScene(Device *device)
+: bvh_nodes(device, "__bvh_nodes", MEM_TEXTURE),
+  bvh_leaf_nodes(device, "__bvh_leaf_nodes", MEM_TEXTURE),
+  object_node(device, "__object_node", MEM_TEXTURE),
+  prim_tri_index(device, "__prim_tri_index", MEM_TEXTURE),
+  prim_tri_verts(device, "__prim_tri_verts", MEM_TEXTURE),
+  prim_type(device, "__prim_type", MEM_TEXTURE),
+  prim_visibility(device, "__prim_visibility", MEM_TEXTURE),
+  prim_index(device, "__prim_index", MEM_TEXTURE),
+  prim_object(device, "__prim_object", MEM_TEXTURE),
+  prim_time(device, "__prim_time", MEM_TEXTURE),
+  tri_shader(device, "__tri_shader", MEM_TEXTURE),
+  tri_vnormal(device, "__tri_vnormal", MEM_TEXTURE),
+  tri_vindex(device, "__tri_vindex", MEM_TEXTURE),
+  tri_patch(device, "__tri_patch", MEM_TEXTURE),
+  tri_patch_uv(device, "__tri_patch_uv", MEM_TEXTURE),
+  curves(device, "__curves", MEM_TEXTURE),
+  curve_keys(device, "__curve_keys", MEM_TEXTURE),
+  patches(device, "__patches", MEM_TEXTURE),
+  objects(device, "__objects", MEM_TEXTURE),
+  objects_vector(device, "__objects_vector", MEM_TEXTURE),
+  attributes_map(device, "__attributes_map", MEM_TEXTURE),
+  attributes_float(device, "__attributes_float", MEM_TEXTURE),
+  attributes_float3(device, "__attributes_float3", MEM_TEXTURE),
+  attributes_uchar4(device, "__attributes_uchar4", MEM_TEXTURE),
+  light_distribution(device, "__light_distribution", MEM_TEXTURE),
+  light_data(device, "__light_data", MEM_TEXTURE),
+  light_background_marginal_cdf(device, "__light_background_marginal_cdf", MEM_TEXTURE),
+  light_background_conditional_cdf(device, "__light_background_conditional_cdf", MEM_TEXTURE),
+  particles(device, "__particles", MEM_TEXTURE),
+  svm_nodes(device, "__svm_nodes", MEM_TEXTURE),
+  shader_flag(device, "__shader_flag", MEM_TEXTURE),
+  object_flag(device, "__object_flag", MEM_TEXTURE),
+  lookup_table(device, "__lookup_table", MEM_TEXTURE),
+  sobol_directions(device, "__sobol_directions", MEM_TEXTURE)
+{
+       memset(&data, 0, sizeof(data));
+}
+
+Scene::Scene(const SceneParams& params_, Device *device)
+: device(device), dscene(device), params(params_)
 {
-       device = NULL;
        memset(&dscene.data, 0, sizeof(dscene.data));
 
        camera = new Camera();
-       filter = new Filter();
+       lookup_tables = new LookupTables();
        film = new Film();
        background = new Background();
        light_manager = new LightManager();
        mesh_manager = new MeshManager();
        object_manager = new ObjectManager();
        integrator = new Integrator();
-       image_manager = new ImageManager();
+       image_manager = new ImageManager(device->info);
        particle_system_manager = new ParticleSystemManager();
+       curve_system_manager = new CurveSystemManager();
+       bake_manager = new BakeManager();
 
        /* OSL only works on the CPU */
-       if(device_info_.type == DEVICE_CPU)
+       if(device->info.has_osl)
                shader_manager = ShaderManager::create(this, params.shadingsystem);
        else
-               shader_manager = ShaderManager::create(this, SceneParams::SVM);
-
-       if (device_info_.type == DEVICE_CPU)
-               image_manager->set_extended_image_limits();
+               shader_manager = ShaderManager::create(this, SHADINGSYSTEM_SVM);
 }
 
 Scene::~Scene()
@@ -83,26 +122,38 @@ void Scene::free_memory(bool final)
        foreach(ParticleSystem *p, particle_systems)
                delete p;
 
+       shaders.clear();
+       meshes.clear();
+       objects.clear();
+       lights.clear();
+       particle_systems.clear();
+
        if(device) {
-               camera->device_free(device, &dscene);
-               filter->device_free(device, &dscene);
-               film->device_free(device, &dscene);
+               camera->device_free(device, &dscene, this);
+               film->device_free(device, &dscene, this);
                background->device_free(device, &dscene);
                integrator->device_free(device, &dscene);
 
                object_manager->device_free(device, &dscene);
                mesh_manager->device_free(device, &dscene);
-               shader_manager->device_free(device, &dscene);
+               shader_manager->device_free(device, &dscene, this);
                light_manager->device_free(device, &dscene);
 
                particle_system_manager->device_free(device, &dscene);
+               curve_system_manager->device_free(device, &dscene);
+
+               bake_manager->device_free(device, &dscene);
+
+               if(!params.persistent_data || final)
+                       image_manager->device_free(device);
+               else
+                       image_manager->device_free_builtin(device);
 
-               if(!params.persistent_images || final)
-                       image_manager->device_free(device, &dscene);
+               lookup_tables->device_free(device, &dscene);
        }
 
        if(final) {
-               delete filter;
+               delete lookup_tables;
                delete camera;
                delete film;
                delete background;
@@ -112,14 +163,9 @@ void Scene::free_memory(bool final)
                delete shader_manager;
                delete light_manager;
                delete particle_system_manager;
+               delete curve_system_manager;
                delete image_manager;
-       }
-       else {
-               shaders.clear();
-               meshes.clear();
-               objects.clear();
-               lights.clear();
-               particle_systems.clear();
+               delete bake_manager;
        }
 }
 
@@ -127,76 +173,120 @@ void Scene::device_update(Device *device_, Progress& progress)
 {
        if(!device)
                device = device_;
-       
+
+       bool print_stats = need_data_update();
+
        /* The order of updates is important, because there's dependencies between
         * the different managers, using data computed by previous managers.
         *
-        * - Background generates shader graph compiled by shader manager.
         * - Image manager uploads images used by shaders.
-        * - Camera may be used for adapative subdivison.
+        * - Camera may be used for adaptive subdivision.
         * - Displacement shader must have all shader data available.
-        * - Light manager needs final mesh data to compute emission CDF.
+        * - Light manager needs lookup tables and final mesh data to compute emission CDF.
+        * - Film needs light manager to run for use_light_visibility
+        * - Lookup tables are done a second time to handle film tables
         */
-       
-       image_manager->set_pack_images(device->info.pack_images);
-
-       progress.set_status("Updating Background");
-       background->device_update(device, &dscene, this);
-
-       if(progress.get_cancel()) return;
 
        progress.set_status("Updating Shaders");
        shader_manager->device_update(device, &dscene, this, progress);
 
-       if(progress.get_cancel()) return;
+       if(progress.get_cancel() || device->have_error()) return;
 
-       progress.set_status("Updating Images");
-       image_manager->device_update(device, &dscene, progress);
+       progress.set_status("Updating Background");
+       background->device_update(device, &dscene, this);
 
-       if(progress.get_cancel()) return;
+       if(progress.get_cancel() || device->have_error()) return;
 
        progress.set_status("Updating Camera");
        camera->device_update(device, &dscene, this);
 
-       if(progress.get_cancel()) return;
+       if(progress.get_cancel() || device->have_error()) return;
+
+       progress.set_status("Updating Meshes Flags");
+       mesh_manager->device_update_flags(device, &dscene, this, progress);
+
+       if(progress.get_cancel() || device->have_error()) return;
 
        progress.set_status("Updating Objects");
        object_manager->device_update(device, &dscene, this, progress);
 
-       if(progress.get_cancel()) return;
+       if(progress.get_cancel() || device->have_error()) return;
 
        progress.set_status("Updating Meshes");
        mesh_manager->device_update(device, &dscene, this, progress);
 
-       if(progress.get_cancel()) return;
+       if(progress.get_cancel() || device->have_error()) return;
+
+       progress.set_status("Updating Objects Flags");
+       object_manager->device_update_flags(device, &dscene, this, progress);
+
+       if(progress.get_cancel() || device->have_error()) return;
+
+       progress.set_status("Updating Images");
+       image_manager->device_update(device, this, progress);
+
+       if(progress.get_cancel() || device->have_error()) return;
+
+       progress.set_status("Updating Camera Volume");
+       camera->device_update_volume(device, &dscene, this);
+
+       if(progress.get_cancel() || device->have_error()) return;
+
+       progress.set_status("Updating Hair Systems");
+       curve_system_manager->device_update(device, &dscene, this, progress);
+
+       if(progress.get_cancel() || device->have_error()) return;
+
+       progress.set_status("Updating Lookup Tables");
+       lookup_tables->device_update(device, &dscene);
+
+       if(progress.get_cancel() || device->have_error()) return;
 
        progress.set_status("Updating Lights");
        light_manager->device_update(device, &dscene, this, progress);
 
-       if(progress.get_cancel()) return;
+       if(progress.get_cancel() || device->have_error()) return;
 
        progress.set_status("Updating Particle Systems");
        particle_system_manager->device_update(device, &dscene, this, progress);
 
-       if(progress.get_cancel()) return;
+       if(progress.get_cancel() || device->have_error()) return;
 
-       progress.set_status("Updating Filter");
-       filter->device_update(device, &dscene);
+       progress.set_status("Updating Integrator");
+       integrator->device_update(device, &dscene, this);
 
-       if(progress.get_cancel()) return;
+       if(progress.get_cancel() || device->have_error()) return;
 
        progress.set_status("Updating Film");
-       film->device_update(device, &dscene);
+       film->device_update(device, &dscene, this);
 
-       if(progress.get_cancel()) return;
+       if(progress.get_cancel() || device->have_error()) return;
 
-       progress.set_status("Updating Integrator");
-       integrator->device_update(device, &dscene, this);
+       progress.set_status("Updating Lookup Tables");
+       lookup_tables->device_update(device, &dscene);
 
-       if(progress.get_cancel()) return;
+       if(progress.get_cancel() || device->have_error()) return;
 
-       progress.set_status("Updating Device", "Writing constant memory");
-       device->const_copy_to("__data", &dscene.data, sizeof(dscene.data));
+       progress.set_status("Updating Baking");
+       bake_manager->device_update(device, &dscene, this, progress);
+
+       if(progress.get_cancel() || device->have_error()) return;
+
+       if(device->have_error() == false) {
+               progress.set_status("Updating Device", "Writing constant memory");
+               device->const_copy_to("__data", &dscene.data, sizeof(dscene.data));
+       }
+
+       if(print_stats) {
+               size_t mem_used = util_guarded_get_mem_used();
+               size_t mem_peak = util_guarded_get_mem_peak();
+
+               VLOG(1) << "System memory statistics after full device sync:\n"
+                       << "  Usage: " << string_human_readable_number(mem_used)
+                       << " (" << string_human_readable_size(mem_used) << ")\n"
+                       << "  Peak: " << string_human_readable_number(mem_peak)
+                       << " (" << string_human_readable_size(mem_peak) << ")";
+       }
 }
 
 Scene::MotionType Scene::need_motion(bool advanced_shading)
@@ -209,12 +299,22 @@ Scene::MotionType Scene::need_motion(bool advanced_shading)
                return MOTION_NONE;
 }
 
+float Scene::motion_shutter_time()
+{
+       if(need_motion() == Scene::MOTION_PASS)
+               return 2.0f;
+       else
+               return camera->shuttertime;
+}
+
 bool Scene::need_global_attribute(AttributeStandard std)
 {
        if(std == ATTR_STD_UV)
                return Pass::contains(film->passes, PASS_UV);
-       if(std == ATTR_STD_MOTION_PRE || ATTR_STD_MOTION_POST)
-               return need_motion() == MOTION_PASS;
+       else if(std == ATTR_STD_MOTION_VERTEX_POSITION)
+               return need_motion() != MOTION_NONE;
+       else if(std == ATTR_STD_MOTION_VERTEX_NORMAL)
+               return need_motion() == MOTION_BLUR;
        
        return false;
 }
@@ -231,30 +331,42 @@ bool Scene::need_update()
        return (need_reset() || film->need_update);
 }
 
-bool Scene::need_reset()
+bool Scene::need_data_update()
 {
        return (background->need_update
                || image_manager->need_update
-               || camera->need_update
                || object_manager->need_update
                || mesh_manager->need_update
                || light_manager->need_update
-               || filter->need_update
+               || lookup_tables->need_update
                || integrator->need_update
                || shader_manager->need_update
-               || particle_system_manager->need_update);
+               || particle_system_manager->need_update
+               || curve_system_manager->need_update
+               || bake_manager->need_update
+               || film->need_update);
+}
+
+bool Scene::need_reset()
+{
+       return need_data_update() || camera->need_update;
 }
 
 void Scene::reset()
 {
+       shader_manager->reset(this);
        shader_manager->add_default(this);
 
        /* ensure all objects are updated */
        camera->tag_update();
-       filter->tag_update(this);
        film->tag_update(this);
        background->tag_update(this);
        integrator->tag_update(this);
+       object_manager->tag_update(this);
+       mesh_manager->tag_update(this);
+       light_manager->tag_update(this);
+       particle_system_manager->tag_update(this);
+       curve_system_manager->tag_update(this);
 }
 
 void Scene::device_free()