Commit Graph

85 Commits

Author SHA1 Message Date
0803119725 Cycles: merge of cycles-x branch, a major update to the renderer
This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.

Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.

Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles
https://wiki.blender.org/wiki/Source/Render/Cycles

Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)

For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.

Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-09-21 14:55:54 +02:00
60d6333b80 Fix T82336: Cycles standard attributes missing in displacement shaders
Standard attributes are not added to the attributes requests when
shaders only have displacement. This is because nodes are only
considering the case when the surface socket is connected.

To support this, added `Shader.has_surface_link()` which checks for both
cases (`has_surface` and `has_displacement`) and replaces all checks on
`Shader.has_surface`.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D12240
2021-08-17 21:38:04 +02:00
3bc44233c0 Cycles: use reference count to detect used shaders
Shaders are only compiled if they are used by some other Node (Geometry, Light, etc.).
This usage detection is done before updating the Scene, however it fails at detecting
Shaders used by Procedurals not known to Cycles (e.g. ones defined by third party
applications), as Procedurals are only updated after the shaders are compiled.

To remedy this, we now use the Node reference counting mechanism to detect whether a
Shader is used and therefore should be compiled.

This removes `ShaderManager::update_shaders_used` as it is not needed anymore, however,
since it would also update the Shader ids, this is now performed in
`ShaderManager::device_update`, and a new virtual `device_update_specific` method was
added to handle device updates for SVM and OSL.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D10965
2021-05-03 01:21:12 +02:00
1b4961b318 OpenColorIO: upgrade to version 2.0.0
Ref T84819

Build System
============

This is an API breaking new version, and the updated code only builds with
OpenColorIO 2.0 and later. Adding backwards compatibility was too complicated.

* Tinyxml was replaced with Expat, adding a new dependency.
* Yaml-cpp is now built as a dependency on Unix, as was already done on Windows.
* Removed currently unused LCMS code.
* Pystring remains built as part of OCIO itself, since it has no good build system.
* Linux and macOS check for the OpenColorIO verison, and disable it if too old.

Ref D10270

Processors and Transforms
=========================

CPU processors now need to be created to do CPU processing. These are cached
internally, but the cache lookup is not fast enough to execute per pixel or
texture sample, so for performance these are now also exposed in the C API.

The C API for transforms will no longer be needed afer all changes, so remove
it to simplify the API and fallback implementation.

Ref D10271

Display Transforms
==================

Needs a bit more manual work constructing the transform. LegacyViewingPipeline
could also have been used, but isn't really any simpler and since it's legacy
we better not rely on it.

We moved more logic into the opencolorio module, to simplify the API. There is
no need to wrap a dozen functions just to be able to do this in C rather than C++.
It's also tightly coupled to the GPU shader logic, and so should be in the same
module.

Ref D10271

GPU Display Shader
==================

To avoid baking exposure and gamma into the GLSL shader and requiring slow
recompiles when tweaking, we manually apply them in the shader. This leads
to some logic duplicaton between the CPU and GPU display processor, but it
seems unavoidable.

Caching was also changed. Previously this was done both on the imbuf and
opencolorio module levels. Now it's all done in the opencolorio module by
simply matching color space names. We no longer use cacheIDs from OpenColorIO
since computing them is expensive, and they are unlikely to match now that
more is baked into the shader code.

Shaders can now use multiple 2D textures, 3D textures and uniforms, rather
than a single 3D texture. So allocating and binding those adds some code.

Color space conversions for blending with overlays is now hardcoded in the
shader. This was using harcoded numbers anyway, if this every becomes a
general OpenColorIO transform it can be changed, but for now there is no
point to add code complexity.

Ref D10273

CIE XYZ
=======

We need standard CIE XYZ values for rendering effects like blackbody emission.
The relation to the scene linear role is based on OpenColorIO configuration.

In OpenColorIO 2.0 configs roles can no longer have the same name as color
spaces, which means our XYZ role and colorspace in the configuration give an
error.

Instead use the new standard aces_interchange role, which relates scene linear
to a known scene referred color space. Compatibility with the old XYZ role is
preserved, if the configuration file has no conflicting names.

Also includes a non-functional change to the configuraton file to use an
XYZ-to-ACES matrix instead of REC709-to-ACES, makes debugging a little easier
since the matrix is the same one we have in the code now and that is also
found easily in the ACES specs.

Ref D10274
2021-02-12 19:06:35 +01:00
bbe6d44928 Cycles: optimize device updates
This optimizes device updates (during user edits or frame changes in
the viewport) by avoiding unnecessary computations. To achieve this,
we use a combination of the sockets' update flags as well as some new
flags passed to the various managers when tagging for an update to tell
exactly what the tagging is for (e.g. shader was modified, object was
removed, etc.).

Besides avoiding recomputations, we also avoid resending to the devices
unmodified data arrays, thus reducing bandwidth usage. For OptiX and
Embree, BVH packing was also multithreaded.

The performance improvements may vary depending on the used device (CPU
or GPU), and the content of the scene. Simple scenes (e.g. with no adaptive
subdivision or volumes) rendered using OptiX will benefit from this work
the most.

On average, for a variety of animated scenes, this gives a 3x speedup.

Reviewed By: #cycles, brecht

Maniphest Tasks: T79174

Differential Revision: https://developer.blender.org/D9555
2021-01-22 16:08:25 +01:00
31a620b942 Cycles API: encapsulate Node socket members
This encapsulates Node socket members behind a set of specific methods;
as such it is no longer possible to directly access Node class members
from exporters and parts of Cycles.

The methods are defined via the NODE_SOCKET_API macros in `graph/
node.h`, and are for getting or setting a specific socket's value, as
well as querying or modifying the state of its update flag.

The setters will check whether the value has changed and tag the socket
as modified appropriately. This will let us know how a Node has changed
and what to update, which is the first concrete step toward a more
granular scene update system.

Since the setters will tag the Node sockets as modified when passed
different data, this patch also removes the various modified methods
on Nodes in favor of Node::is_modified which checks the sockets'
update flags status.

Reviewed By: brecht

Maniphest Tasks: T79174

Differential Revision: https://developer.blender.org/D8544
2020-11-04 13:03:33 +01:00
30f626fe4c Revert "Cycles API: encapsulate Node socket members"
This reverts commit 527f8b32b3. It is causing
motion blur test failures and crashes in some renders, reverting until this is
fixed.
2020-10-27 11:40:42 +01:00
527f8b32b3 Cycles API: encapsulate Node socket members
This encapsulates Node socket members behind a set of specific methods;
as such it is no longer possible to directly access Node class members
from exporters and parts of Cycles.

The methods are defined via the NODE_SOCKET_API macros in `graph/
node.h`, and are for getting or setting a specific socket's value, as
well as querying or modifying the state of its update flag.

The setters will check whether the value has changed and tag the socket
as modified appropriately. This will let us know how a Node has changed
and what to update, which is the first concrete step toward a more
granular scene update system.

Since the setters will tag the Node sockets as modified when passed
different data, this patch also removes the various `modified` methods
on Nodes in favor of `Node::is_modified` which checks the sockets'
update flags status.

Reviewed By: brecht

Maniphest Tasks: T79174

Differential Revision: https://developer.blender.org/D8544
2020-10-26 23:11:14 +01:00
ffec86bb62 Cleanup: clang-format 2020-09-06 02:21:27 +10:00
16d8a683be Fix T73984: unnecessary Cycles viewport updates with object texture coordinates
Remove old code that added extra updates for shaders that have a dependency on
objects. The dependency graph can now tell Cycles when a material is affected by
an object transform.
2020-05-14 17:39:37 +02:00
2d1cce8331 Cleanup: make format after SortedIncludes change 2020-03-19 09:33:58 +01:00
Brecht Van Lommel
1162ba206d Cycles: change volume step size controls, auto adjust based on voxel size
By default it will now set the step size to the voxel size for smoke and
volume objects, and 1/10th the bounding box for procedural volume shaders.

New settings are:
* Scene render/preview step rate: to globally adjust detail and performance
* Material step rate: multiplied with auto detected per-object step size
* World step size: distance to steo for world shader

Differential Revision: https://developer.blender.org/D1777
2020-03-18 11:23:05 +01:00
ec3eeee46b Cycles: add internal default volume shader, to be used for new volume object
This is mostly straightforward, but required some refactoring to ensure that
the default volume material does not always turn on the volume feature for GPU
rendering.
2020-03-11 20:35:38 +01:00
d9c5f0d25f Cleanup: split Cycles Hair and Mesh classes, with Geometry base class 2020-02-07 12:18:15 +01:00
c47d669f24 Cleanup: comments (long lines) in cycles 2019-05-01 21:41:07 +10:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
78a6689aea Merge branch 'master' into blender2.8 2018-11-09 14:34:33 +01:00
cb4b5e12ab Cycles: Cleanup, spacing after preprocessor
It is supposed to be two spaces before comment stating which if
else/endif statements corresponds to. Was mainly violated in the
header guards.
2018-11-09 11:34:54 +01:00
146b39a45d Merge branch 'master' into blender2.8 2018-11-08 15:15:29 +01:00
47c77cd89c Cycles: Write Cryptomatte metadata according to the specification
Reviewers: brecht, sergey, swerner

Subscribers: creamsurfer, Tanguy, Noss, SteffenD

Differential Revision: https://developer.blender.org/D3862
2018-11-08 01:07:54 +01:00
de777ad9e6 Merge branch 'master' into blender2.8 2018-07-06 10:18:52 +02:00
1daa20ad9f Cleanup: strip trailing space for cycles 2018-07-06 10:17:58 +02:00
b4c01aca30 Merge branch 'master' into blender2.8 2018-06-26 17:42:33 +02:00
Stefan Werner
73eb1bfd55 Revert "Turned off clang warnings in third party includes."
This reverts commit d53093953f.
2018-06-26 10:26:56 +02:00
ea339dc62c Merge branch 'master' into blender2.8 2018-06-26 09:34:13 +02:00
Stefan Werner
d53093953f Turned off clang warnings in third party includes.
The latest clang compiler (at least the one in Xcode 9.4.1) warns about the register keyword and macro expansions using defined().
Since these warnings come from third party code, we can't address them directly in Blender. Silencing them via #pramgas will
at least keep the warnings during a build down to the ones that are relevant to Blender code.
2018-06-25 23:02:01 +02:00
27de412ca8 Merge remote-tracking branch 'origin/master' into blender2.8 2018-06-14 22:54:42 +02:00
3ee606621c Cycles: Query XYZ to/from Scene Linear conversion from OCIO instead of assuming sRGB
I've limited it to just the RGB<->XYZ stuff for now, correct image handling is the next step.

Reviewers: brecht, sergey

Differential Revision: https://developer.blender.org/D3478
2018-06-14 22:21:37 +02:00
5c17dbd991 Fix missing Cycles 3D viewport updates when editing materials, lamps.
This introduces a new depsgraph API for getting updated datablocks,
rather than getting it from bpy.data.

* depsgraph.ids_updated gives a list of all datablocks in the depsgraph
  which have been updated.
* depsgraph.id_type_updated('TYPE') is true if any datablock of the given
  type has been added, removed or modified.

More API updates are coming to properly handle multiple depsgraphs and
finer update granularity, but this should make Cycles work again.
2018-05-30 14:07:23 +02:00
a963c7d48d Code refactor: improve attribute handling for optional volume attributes.
A volume shader should be able to request attributes, and still be rendered
as homogeneous if no volume attributes are available for the object.
2018-02-23 18:57:58 +01:00
1eeb846e78 Fix Cycles viewport render not updating when tweaking displacement shader.
This was disabled to avoid updating the geometry every time when the
material includes displacement, because there was no way to distinguish
between surface shader and displacement updates.

As a solution, we now compute an MD5 hash of the nodes linked to the
displacement socket, and only update the mesh if that changes.

Differential Revision: https://developer.blender.org/D3018
2018-01-29 17:07:08 +01:00
83ce02879f Cycles: Fix possible race condition when generating Beckmann table
Two issues here:

- Checking table size to be non-zero is not a proper way to go here. This is
  because we first resize the table and then fill it in. So it was possible that
  non-initialized table was used.

  Trickery with using temporary memory and then doing table.swap() might work,
  but we can not guarantee that table size will be set after the data pointer.

- Mutex guard was useless, because every thread was using own mutex. Need to
  make mutex guard static so all threads are using same mutex.
2017-10-06 21:06:15 +05:00
0b07c2c8a2 Code cleanup: remove copy of shader graph for bump, no longer needed. 2017-08-20 14:27:51 +02:00
4a04d7ae89 Fix T51553: Cycles Volume Emission turns black when strength is 0 or color is black
The problem was that Cycles implicitly uses a transparent surface shader when only
volume nodes are used, but since the black emission shader gets optimized away,
it was no longer detected and therefore no transparent surface was used.

Therefore, the shader now stores whether volume nodes were connected before
optimizing.
2017-05-19 04:59:35 +02:00
c8e764ccbf Cycles: Fix race condition in shader attribute for real now
Ended up moving lock in the more centralized space since multiple shaders
can access this map.
2017-04-10 16:53:01 +02:00
0579eaae1f Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.

For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.

Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.

This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.

Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.

Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner

Reviewed By: lukasstockner97, maiself, nirved, dingto

Subscribers: brecht

Differential Revision: https://developer.blender.org/D2586
2017-03-29 13:41:11 +02:00
0e995e0bfe Cycles: Fix strict -Wpedantic warnings with GCC
Patch by Stefan Werner, thanks!
2017-03-06 14:18:26 +01:00
1558f5b660 Cycles: Don't run full shader evaluation for constant emission lamps
Most of the time, Lamps in Cycles are just a constant emission closure, no texturing etc. Therefore, running a full shader evaluation is wasteful.
To avoid that, Cycles now detects these constant emission shaders and stores their value in the lamp data along with a flag in the shader.
Then, at runtime, if this flag is set, the lamp code just uses this value and only runs the full shader evaluation if it is neccessary.

In scenes with a lot of lamps and with "Sample all direct/indirect" enabled, this saves up to 20% of rendering time in my tests.

Reviewers: #cycles

Differential Revision: https://developer.blender.org/D2193
2016-09-09 01:39:09 +02:00
9f1c42392e Cycles: remove duplicate shader storage
Storing multiple copies of a shader was needed when the displacement method was
a mesh option and could be different for each mesh. Now that its a shader option
this is unnecessary.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2156
2016-09-01 22:44:42 -04:00
a58fe05c05 Cycles microdisplacement: Move displacement options from mesh to material settings
Displacement is now a per material setting, which means old files will have to
be updated if they had used displacement. Cool side effect of this change is
material previews now show displacement.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2140
2016-08-07 14:15:20 -04:00
9b9921b765 Code refactor: nodify Cycles shader and lights.
Differential Revision: https://developer.blender.org/D2016
2016-05-22 17:29:25 +02:00
0e8cd14dfe Code refactor: use shader pointers rather than shader indexes. 2016-05-17 21:39:16 +02:00
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
28604c46a1 Cycles: Make Blender importer more forward compatible
Basically the idea is to make code robust against extending
enum options in the future by falling back to a known safe
default setting when RNA is set to something unknown.

While this approach solves the issues similar to T47377,
but it wouldn't really help when/if any of the RNA values
gets ever deprecated and removed. There'll be no simple
solution to that apart from defining explicit mapping from
RNA value to Cycles one.

Another part which isn't so great actually is that we now
have to have some enum guards and give some explicit values
to the enum items, but we can live with that perhaps.

Reviewers: dingto, juicyfruit, lukasstockner97, brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D1785
2016-02-12 15:27:33 +01:00
f25f7c8030 Cycles: Re-implement some utilities to avoid use of boost
The title says it all actually, the idea is to make Cycles
only requiring Boost via 3rd party dependencies like OIIO
and OSL.

So now there are only few places which still uses Boost:

- Foreach, function bindings and threading primitives.

  Those we can easily get rid with C++11 bump (which seems
  inevitable sooner or later if we'll want ot use newer
  LLVM for OSL),

- Networking devices

  There's no quick solution for those currently, but there
  are some patches around which improves serialization.

Reviewers: juicyfruit, mont29, campbellbarton, brecht, dingto

Reviewed By: brecht, dingto

Differential Revision: https://developer.blender.org/D1764
2016-02-06 19:19:20 +01:00
469447f707 Cycles: Auto disable World MIS, if we only use a simple color.
When World MIS is enabled by the user, we now check if we actually need it.
In case of a simple node setup (no procedurals, no HDRs..) we auto disable MIS internally to save render time.

This change is important for upcoming default changes.
2016-02-05 22:13:51 +01:00
ca88bc5ac1 Cleanup: Rename has_heterogeneous_volume variable.
No functional changes, this change is done for consistency of upcoming changes.
2016-02-05 21:33:37 +01:00
772a3dab21 Cycles: Update some types used form OSL
Some types were deprecated back in 2013, better to be prepared earlier for those
types being removed from upstream.
2016-01-07 13:15:30 +05:00
f547bf2f10 Cycles: Make requested features struct aware of subsurface BSDF
This way we'll be able to disable SSS for the scene-adaptive kernel.
2015-11-21 23:00:29 +05:00
7e71be261b Cycles: Fix filter glossy being broken after recent changes
Basically we can not use sharp closure as a substitude when filter glossy is
used. This is because we can not blur sharp reflection/refraction.

This is quite quick and not really clean implementation. Not really happy
with manual handling of original settings, but this is as good as we can do
in the quick patch. It's a good acknowledgment and we now can re-consider
some aspects of graph simplification to make such cases more natively
supported.

P.S. This failure would have been shown by our regression tests, so please,
bother a bit to run Cycles's test sweep before doing such optimizations.
2015-11-20 18:18:27 +05:00