Commit Graph

67 Commits

Author SHA1 Message Date
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
b9af4efe41 Cleanup: fix compiler warnings. 2019-03-16 20:21:16 +01:00
5051e580e4 Merge branch 'blender2.7' 2019-03-15 16:28:33 +01:00
2f6257fd7f Cycles/OpenCL: Compile Kernels During Scene Update
The main goals of this change is faster starting when using foreground
rendering.

This patch will build kernels in parallel to the update process of
the scene. When these optimized kernels are not available (yet) an AO
kernel will be used.

These AO kernels are fast to compile (3-7 seconds) and can be
reused by all scenes. When the final kernels become available we
will switch to these kernels.

In background mode the AO kernels will not be used.
Some kernels are being used during Scene update (displace, background
light). When these kernels are being used the process can halt until
these become available.

Reviewed By: brecht, #cycles

Maniphest Tasks: T61752

Differential Revision: https://developer.blender.org/D4428
2019-03-15 16:18:21 +01:00
63c0653170 Merge branch 'master' into blender2.8 2018-11-29 23:54:30 +01:00
a8b8da5567 Fix T58183: crash with CPU + GPU rendering after profiling changes.
Multi-device was not passing along profiler to the CPU.
2018-11-29 23:43:27 +01:00
fc12a736bb Merge branch 'master' into blender2.8 2018-10-31 11:49:04 +01:00
e0cc3e9809 Cycles: Fix wrong BVH used when disabling AVX2 in debug settings
Mainly useful for debugging. Previously, when AVX2 was disabled
in the debug panel but BVH layout was kept on BVH8 nothing was
rendered.

Needed to make it so supported BVH layout mask for devices is
queried in "dynamic", so it is possible to use DebugFlags there.
2018-10-31 11:46:52 +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
49b86bcfec Merge branch 'master' into blender2.8 2018-07-05 07:54:47 +02:00
f1525cf534 Cycles Denoising: Correctly handle target buffer in tile unmapping and move device swap logic to the device_memory 2018-07-04 14:37:55 +02:00
be40389165 Merge branch 'master' into blender2.8 2018-01-03 23:44:47 +11:00
c621832d3d Cycles: CUDA support for rendering scenes that don't fit on GPU.
In that case it can now fall back to CPU memory, at the cost of reduced
performance. For scenes that fit in GPU memory, this commit should not
cause any noticeable slowdowns.

We don't use all physical system RAM, since that can cause OS instability.
We leave at least half of system RAM or 4GB to other software, whichever
is smaller.

For image textures in host memory, performance was maybe 20-30% slower
in our tests (although this is highly hardware and scene dependent). Once
other type of data doesn't fit on the GPU, performance can be e.g. 10x
slower, and at that point it's probably better to just render on the CPU.

Differential Revision: https://developer.blender.org/D2056
2018-01-02 23:50:18 +01:00
1e107fa514 Merge branch 'master' into blender2.8 2017-10-25 10:13:35 +02:00
ec49503a33 Fix T53146: incomplete multi GPU and CPU + GPU memory statistics.
Part due to recent changes, part old bug.
2017-10-24 17:40:43 +02:00
7ea7fd45d0 Merge branch 'master' into blender2.8 2017-10-24 12:19:48 +02:00
a1aad1f8d1 Fix T53134: denoising with CPU + GPU render leaves some tiles noisy. 2017-10-24 04:09:48 +02:00
f5456df095 Merge branch 'master' into blender2.8 2017-10-24 02:05:41 +02:00
070a668d04 Code refactor: move more memory allocation logic into device API.
* Remove tex_* and pixels_* functions, replace by mem_*.
* Add MEM_TEXTURE and MEM_PIXELS as memory types recognized by devices.
* No longer create device_memory and call mem_* directly, always go
  through device_only_memory, device_vector and device_pixels.
2017-10-24 01:25:19 +02:00
7ad9333fad Code refactor: store device/interp/extension/type in each device_memory. 2017-10-24 01:03:59 +02:00
ea606a7847 Merge branch 'master' into blender28 2017-10-06 21:25:33 +11:00
fb99ea79f8 Code refactor: split displace/background into separate kernels, remove luma. 2017-10-05 17:57:58 +02:00
e3e16cecc4 Code refactor: remove rng_state buffer and compute hash on the fly.
A little faster on some benchmark scenes, a little slower on others, seems
about performance neutral on average and saves a little memory.
2017-10-04 21:11:14 +02:00
Julian Eisel
9181f13af7 Merge branch 'master' into blender2.8 2017-05-08 00:19:22 +02:00
43b374e8c5 Cycles: Implement denoising option for reducing noise in the rendered image
This commit contains the first part of the new Cycles denoising option,
which filters the resulting image using information gathered during rendering
to get rid of noise while preserving visual features as well as possible.

To use the option, enable it in the render layer options. The default settings
fit a wide range of scenes, but the user can tweak individual settings to
control the tradeoff between a noise-free image, image details, and calculation
time.

Note that the denoiser may still change in the future and that some features
are not implemented yet. The most important missing feature is animation
denoising, which uses information from multiple frames at once to produce a
flicker-free and smoother result. These features will be added in the future.

Finally, thanks to all the people who supported this project:

- Google (through the GSoC) and Theory Studios for sponsoring the development
- The authors of the papers I used for implementing the denoiser (more details
  on them will be included in the technical docs)
- The other Cycles devs for feedback on the code, especially Sergey for
  mentoring the GSoC project and Brecht for the code review!
- And of course the users who helped with testing, reported bugs and things
  that could and/or should work better!
2017-05-07 14:40:58 +02:00
Dalai Felinto
b868f43fd3 Cycles support for preview on viewport with core profile
This upgrade the drawing code to use latest opengl calls.
Also, it adds a fallback shader for opencolorio.

Reviewers: sergey, brecht
Subscribers: merwin, fclem

Differential Revision: https://developer.blender.org/D2652
2017-04-28 19:25:57 +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
b78e543af9 Cycles: Add names to buffer allocations
This is to help debug and track memory usage for generic buffers. We
have similar for textures already since those require a name, but for
buffers the name is only for debugging proposes.
2017-03-08 01:24:55 -05:00
333dc8d60f Fix T50719: Memory usage won't reset to zero while re-rendering on two video cards
Was only visible with Persistent Images option ON.
2017-02-20 11:02:19 +01:00
a2ebc5268f Cycles: Refactor Progress system to provide better estimates
The Progress system in Cycles had two limitations so far:
 - It just counted tiles, but ignored their size. For example, when rendering a 600x500 image with 512x512 tiles, the right 88x500 tile would count for 50% of the progress, although it only covers 15% of the image.
 - Scene update time was incorrectly counted as rendering time - therefore, the remaining time started very long and gradually decreased.

This patch fixes both problems:
First of all, the Progress now has a function to ignore time spans, and that is used to ignore scene update time.
The larger change is the tile size: Instead of counting samples per tile, so that the final value is num_samples*num_tiles, the code now counts every sample for every pixel, so that the final value is num_samples*num_pixels.

Along with that, some unused variables were removed from the Progress and Session classes.

Reviewers: brecht, sergey, #cycles

Subscribers: brecht, candreacchio, sergey

Differential Revision: https://developer.blender.org/D2214
2016-12-03 05:02:21 +01:00
dd921238d9 Cycles: Refactor Device selection to allow individual GPU compute device selection
Previously, it was only possible to choose a single GPU or all of that type (CUDA or OpenCL).
Now, a toggle button is displayed for every device.
These settings are tied to the PCI Bus ID of the devices, so they're consistent across hardware addition and removal (but not when swapping/moving cards).

From the code perspective, the more important change is that now, the compute device properties are stored in the Addon preferences of the Cycles addon, instead of directly in the User Preferences.
This allows for a cleaner implementation, removing the Cycles C API functions that were called by the RNA code to specify the enum items.

Note that this change is neither backwards- nor forwards-compatible, but since it's only a User Preference no existing files are broken.

Reviewers: #cycles, brecht

Reviewed By: #cycles, brecht

Subscribers: brecht, juicyfruit, mib2berlin, Blendify

Differential Revision: https://developer.blender.org/D2338
2016-11-07 03:19:29 +01:00
2372e67dd6 Cycles: Don't sum up memory usage of all devices together for the stats 2016-09-23 12:43:23 +02:00
4388b29e98 Cycles: Add human readable sizes to debug output
Some of these values can get quite large and are hard to read, adding this
makes it easy to read them at a glance.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D2039
2016-05-31 06:13:54 -04:00
c9f1ed1e4c Cycles: Add support for bindless textures.
This adds support for CUDA Texture objects (also known as Bindless textures) for Kepler GPUs (Geforce 6xx and above).
This is used for all 2D/3D textures, data still uses arrays as before.

User benefits:
* No more limits of image textures on Kepler.
 We had 5 float4 and 145 byte4 slots there before, now we have 1024 float4 and 1024 byte4.
 This can be extended further if we need to (just change the define).

* Single channel textures slots (byte and float) are now supported on Kepler as well (1024 slots for each type).

ToDo / Issues:
* 3D textures don't work yet, at least don't show up during render. I have no idea whats wrong yet.
* Dynamically allocate bindless_mapping array?

I hope Fermi still works fine, but that should be tested on a Fermi card before pushing to master.

Part of my GSoC 2016.

Reviewers: sergey, #cycles, brecht

Subscribers: swerner, jtheninja, brecht, sergey

Differential Revision: https://developer.blender.org/D1999
2016-05-19 13:14:37 +02:00
92774ff792 Cycles: Use explicit qualifier for single-argument constructors
Almost in all cases we want such constructors to be explicit, there are
exceptions but only in few places.
2016-05-11 16:51:14 +02:00
3918c8b9a5 Cycles: Optionally output luminance from the shader evaluation kernel
This makes it possible to move some parts of evaluation from host to the device
and hopefully reduce memory usage by avoid having full RGBA buffer on the host.

Reviewers: juicyfruit, lukasstockner97, brecht

Reviewed By: lukasstockner97, brecht

Differential Revision: https://developer.blender.org/D1702
2015-12-30 19:04:04 +05:00
3fba620858 Cycles: Prepare for more image extension types support
Basically just replace boolean periodic flag with extension type enum in the
device API.
2015-07-28 14:14:24 +02:00
4fc3188112 Cycles: Get rid of one more OpenGL matrix manipulation/push/pop. 2015-05-11 16:41:18 +02:00
0e4ddaadd4 Cycles: Change the way how we pass requested capabilities to the device
Previously we only had experimental flag passed to device's load_kernel() which
was all fine. But since we're gonna to have some extra parameters passed there
it makes sense to wrap them into a single struct, which will make it easier to
pass stuff around.
2015-05-09 19:05:49 +05:00
2f5dd83759 Cycles: Add some statistics logging
Covers number of entities in the scene (objects, meshes etc), also reports
sizes of textures being allocated.
2015-04-10 15:37:49 +05:00
ee36e75b85 Cleanup: Fix Cycles Apache header.
This was already mixed a bit, but the dot belongs there.
2014-12-25 02:50:24 +01:00
Dalai Felinto
a48b372b04 Fix T41222 Blender gives weird output when baking (4096*4096) resolution on GPU
In collaboration with Sergey Sharybin.

Also thanks to Wolfgang Faehnle (mib2berlin) for help testing the
solutions.

Reviewers: sergey

Differential Revision: https://developer.blender.org/D690
2014-08-05 13:50:50 -03:00
Dalai Felinto
fc55c41bba Cycles Bake: show progress bar during bake
Baking progress preview is not possible, in parts due to the way the API
was designed. But at least you get to see the progress bar while baking.

Reviewers: sergey

Differential Revision: https://developer.blender.org/D656
2014-07-25 11:42:53 -03:00
c08c931fb6 Cycles / CUDA: Increase maximum image textures on GPU.
Instead of 95, we can use 145 images now. This only affects Kepler and above (sm30, sm_35 and sm_50).

This can be increased further if needed, but let's first test if this does not come with a performance impact.

Originally developed during my GSoC 2013.
2014-05-11 03:38:39 +02:00
74518b2826 Fix T39420: Cycles viewport/preview flickers, when moving mouse across editors
Issue was caused by the wrong usage of OCIO GLSL binding API. To make it
work properly on pre-GLSL-1.3 drivers shader is to be enabled after the
texture is binded to the opengl context. Otherwise it wouldn't know the
proper texture size.

This is actually a regression in 2.70 and to be ported to 'a'.
2014-03-26 15:58:53 +06:00
dd2dca2f7e Add support for multiple interpolation modes on cycles image textures
All textures are sampled bi-linear currently with the exception of OSL there texture sampling is fixed and set to smart bi-cubic.

This patch adds user control to this setting.

Added:
- bits to DNA / RNA in the form of an enum for supporting multiple interpolations types
- changes to the image texture node drawing code ( add enum)
- to ImageManager (this needs to know to allocate second texture when interpolation type is different)
- to node compiler (pass on interpolation type)
- to device tex_alloc this also needs to get the concept of multiple interpolation types
- implementation for doing non interpolated lookup for cuda and cpu
- implementation where we pass this along to osl ( this makes OSL also do linear untill I add smartcubic to the interface / DNA/ RNA)

Reviewers: brecht, dingto

Reviewed By: brecht

CC: dingto, venomgfx

Differential Revision: https://developer.blender.org/D317
2014-03-07 23:16:33 +01:00
85a0c5d4e1 Cycles: network render code updated for latest changes and improved
This actually works somewhat now, although viewport rendering is broken and any
kind of network error or connection failure will kill Blender.

* Experimental WITH_CYCLES_NETWORK cmake option
* Networked Device is shown as an option next to CPU and GPU Compute
* Various updates to work with the latest Cycles code
* Locks and thread safety for RPC calls and tiles
* Refactored pointer mapping code
* Fix error in CPU brand string retrieval code

This includes work by Doug Gale, Martijn Berger and Brecht Van Lommel.

Reviewers: brecht

Differential Revision: http://developer.blender.org/D36
2013-12-07 12:26:58 +01:00
29f6616d60 Cycles: viewport render now takes scene color management settings into account,
except for curves, that's still missing from the OpenColorIO GLSL shader.

The pixels are stored in a half float texture, converterd from full float with
native GPU instructions and SIMD on the CPU, so it should be pretty quick.
Using a GLSL shader is useful for GPU render because it avoids a copy through
CPU memory.
2013-08-30 23:49:38 +00:00
b9ce231060 Cycles: relicense GNU GPL source code to Apache version 2.0.
More information in this post:
http://code.blender.org/

Thanks to all contributes for giving their permission!
2013-08-18 14:16:15 +00:00