Cycles: move some Scene related methods out of Session
This moves `Session::get_requested_device_features`, `Session::load_kernels`, and `Session::update_scene` out of `Session` and into `Scene`, as mentioned in D8544. Reviewed By: brecht Differential Revision: https://developer.blender.org/D8590
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@@ -90,10 +90,6 @@ Session::Session(const SessionParams ¶ms_)
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gpu_draw_ready = false;
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gpu_need_display_buffer_update = false;
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pause = false;
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kernels_loaded = false;
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/* TODO(sergey): Check if it's indeed optimal value for the split kernel. */
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max_closure_global = 1;
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}
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Session::~Session()
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@@ -767,95 +763,6 @@ void Session::run_cpu()
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update_progressive_refine(true);
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}
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DeviceRequestedFeatures Session::get_requested_device_features()
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{
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/* TODO(sergey): Consider moving this to the Scene level. */
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DeviceRequestedFeatures requested_features;
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requested_features.experimental = params.experimental;
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scene->shader_manager->get_requested_features(scene, &requested_features);
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/* This features are not being tweaked as often as shaders,
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* so could be done selective magic for the viewport as well.
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*/
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bool use_motion = scene->need_motion() == Scene::MotionType::MOTION_BLUR;
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requested_features.use_hair = false;
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requested_features.use_hair_thick = (scene->params.hair_shape == CURVE_THICK);
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requested_features.use_object_motion = false;
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requested_features.use_camera_motion = use_motion && scene->camera->use_motion();
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foreach (Object *object, scene->objects) {
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Geometry *geom = object->geometry;
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if (use_motion) {
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requested_features.use_object_motion |= object->use_motion() | geom->use_motion_blur;
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requested_features.use_camera_motion |= geom->use_motion_blur;
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}
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if (object->is_shadow_catcher) {
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requested_features.use_shadow_tricks = true;
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}
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if (geom->type == Geometry::MESH) {
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Mesh *mesh = static_cast<Mesh *>(geom);
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#ifdef WITH_OPENSUBDIV
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if (mesh->subdivision_type != Mesh::SUBDIVISION_NONE) {
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requested_features.use_patch_evaluation = true;
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}
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#endif
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requested_features.use_true_displacement |= mesh->has_true_displacement();
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}
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else if (geom->type == Geometry::HAIR) {
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requested_features.use_hair = true;
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}
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}
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requested_features.use_background_light = scene->light_manager->has_background_light(scene);
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BakeManager *bake_manager = scene->bake_manager;
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requested_features.use_baking = bake_manager->get_baking();
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requested_features.use_integrator_branched = (scene->integrator->method ==
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Integrator::BRANCHED_PATH);
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if (params.denoising.use || params.denoising.store_passes) {
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requested_features.use_denoising = true;
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requested_features.use_shadow_tricks = true;
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}
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return requested_features;
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}
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bool Session::load_kernels(bool lock_scene)
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{
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thread_scoped_lock scene_lock;
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if (lock_scene) {
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scene_lock = thread_scoped_lock(scene->mutex);
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}
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DeviceRequestedFeatures requested_features = get_requested_device_features();
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if (!kernels_loaded || loaded_kernel_features.modified(requested_features)) {
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progress.set_status("Loading render kernels (may take a few minutes the first time)");
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scoped_timer timer;
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VLOG(2) << "Requested features:\n" << requested_features;
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if (!device->load_kernels(requested_features)) {
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string message = device->error_message();
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if (message.empty())
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message = "Failed loading render kernel, see console for errors";
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progress.set_error(message);
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progress.set_status(message);
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progress.set_update();
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return false;
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}
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progress.add_skip_time(timer, false);
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VLOG(1) << "Total time spent loading kernels: " << time_dt() - timer.get_start();
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kernels_loaded = true;
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loaded_kernel_features = requested_features;
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return true;
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}
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return false;
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}
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void Session::run()
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{
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if (params.use_profiling && (params.device.type == DEVICE_CPU)) {
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@@ -1032,39 +939,8 @@ bool Session::update_scene()
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}
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}
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/* update scene */
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if (scene->need_update()) {
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/* Updated used shader tag so we know which features are need for the kernel. */
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scene->shader_manager->update_shaders_used(scene);
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/* Update max_closures. */
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KernelIntegrator *kintegrator = &scene->dscene.data.integrator;
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if (params.background) {
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kintegrator->max_closures = get_max_closure_count();
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}
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else {
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/* Currently viewport render is faster with higher max_closures, needs investigating. */
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kintegrator->max_closures = MAX_CLOSURE;
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}
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/* Load render kernels, before device update where we upload data to the GPU. */
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bool new_kernels_needed = load_kernels(false);
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progress.set_status("Updating Scene");
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MEM_GUARDED_CALL(&progress, scene->device_update, device, progress);
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DeviceKernelStatus kernel_switch_status = device->get_active_kernel_switch_state();
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bool kernel_switch_needed = kernel_switch_status == DEVICE_KERNEL_FEATURE_KERNEL_AVAILABLE ||
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kernel_switch_status == DEVICE_KERNEL_FEATURE_KERNEL_INVALID;
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if (kernel_switch_status == DEVICE_KERNEL_WAITING_FOR_FEATURE_KERNEL) {
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progress.set_kernel_status("Compiling render kernels");
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}
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if (new_kernels_needed || kernel_switch_needed) {
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progress.set_kernel_status("Compiling render kernels");
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device->wait_for_availability(loaded_kernel_features);
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progress.set_kernel_status("");
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}
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bool kernel_switch_needed = false;
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if (scene->update(progress, kernel_switch_needed)) {
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if (kernel_switch_needed) {
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reset(tile_manager.params, params.samples);
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}
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@@ -1334,36 +1210,4 @@ void Session::collect_statistics(RenderStats *render_stats)
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}
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}
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int Session::get_max_closure_count()
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{
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if (scene->shader_manager->use_osl()) {
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/* OSL always needs the maximum as we can't predict the
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* number of closures a shader might generate. */
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return MAX_CLOSURE;
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}
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int max_closures = 0;
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for (int i = 0; i < scene->shaders.size(); i++) {
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Shader *shader = scene->shaders[i];
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if (shader->used) {
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int num_closures = shader->graph->get_num_closures();
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max_closures = max(max_closures, num_closures);
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}
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}
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max_closure_global = max(max_closure_global, max_closures);
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if (max_closure_global > MAX_CLOSURE) {
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/* This is usually harmless as more complex shader tend to get many
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* closures discarded due to mixing or low weights. We need to limit
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* to MAX_CLOSURE as this is hardcoded in CPU/mega kernels, and it
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* avoids excessive memory usage for split kernels. */
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VLOG(2) << "Maximum number of closures exceeded: " << max_closure_global << " > "
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<< MAX_CLOSURE;
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max_closure_global = MAX_CLOSURE;
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}
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return max_closure_global;
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}
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CCL_NAMESPACE_END
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