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blender-archive/intern/cycles/render/integrator.cpp
Kévin Dietrich 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

287 lines
9.9 KiB
C++

/*
* 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.
*/
#include "render/integrator.h"
#include "device/device.h"
#include "render/background.h"
#include "render/film.h"
#include "render/jitter.h"
#include "render/light.h"
#include "render/scene.h"
#include "render/shader.h"
#include "render/sobol.h"
#include "render/stats.h"
#include "kernel/kernel_types.h"
#include "util/util_foreach.h"
#include "util/util_hash.h"
#include "util/util_logging.h"
#include "util/util_task.h"
#include "util/util_time.h"
CCL_NAMESPACE_BEGIN
NODE_DEFINE(Integrator)
{
NodeType *type = NodeType::add("integrator", create);
SOCKET_INT(min_bounce, "Min Bounce", 0);
SOCKET_INT(max_bounce, "Max Bounce", 7);
SOCKET_INT(max_diffuse_bounce, "Max Diffuse Bounce", 7);
SOCKET_INT(max_glossy_bounce, "Max Glossy Bounce", 7);
SOCKET_INT(max_transmission_bounce, "Max Transmission Bounce", 7);
SOCKET_INT(max_volume_bounce, "Max Volume Bounce", 7);
SOCKET_INT(transparent_min_bounce, "Transparent Min Bounce", 0);
SOCKET_INT(transparent_max_bounce, "Transparent Max Bounce", 7);
SOCKET_INT(ao_bounces, "AO Bounces", 0);
SOCKET_INT(volume_max_steps, "Volume Max Steps", 1024);
SOCKET_FLOAT(volume_step_rate, "Volume Step Rate", 1.0f);
SOCKET_BOOLEAN(caustics_reflective, "Reflective Caustics", true);
SOCKET_BOOLEAN(caustics_refractive, "Refractive Caustics", true);
SOCKET_FLOAT(filter_glossy, "Filter Glossy", 0.0f);
SOCKET_INT(seed, "Seed", 0);
SOCKET_FLOAT(sample_clamp_direct, "Sample Clamp Direct", 0.0f);
SOCKET_FLOAT(sample_clamp_indirect, "Sample Clamp Indirect", 0.0f);
SOCKET_BOOLEAN(motion_blur, "Motion Blur", false);
SOCKET_INT(aa_samples, "AA Samples", 0);
SOCKET_INT(diffuse_samples, "Diffuse Samples", 1);
SOCKET_INT(glossy_samples, "Glossy Samples", 1);
SOCKET_INT(transmission_samples, "Transmission Samples", 1);
SOCKET_INT(ao_samples, "AO Samples", 1);
SOCKET_INT(mesh_light_samples, "Mesh Light Samples", 1);
SOCKET_INT(subsurface_samples, "Subsurface Samples", 1);
SOCKET_INT(volume_samples, "Volume Samples", 1);
SOCKET_INT(start_sample, "Start Sample", 0);
SOCKET_FLOAT(adaptive_threshold, "Adaptive Threshold", 0.0f);
SOCKET_INT(adaptive_min_samples, "Adaptive Min Samples", 0);
SOCKET_BOOLEAN(sample_all_lights_direct, "Sample All Lights Direct", true);
SOCKET_BOOLEAN(sample_all_lights_indirect, "Sample All Lights Indirect", true);
SOCKET_FLOAT(light_sampling_threshold, "Light Sampling Threshold", 0.05f);
static NodeEnum method_enum;
method_enum.insert("path", PATH);
method_enum.insert("branched_path", BRANCHED_PATH);
SOCKET_ENUM(method, "Method", method_enum, PATH);
static NodeEnum sampling_pattern_enum;
sampling_pattern_enum.insert("sobol", SAMPLING_PATTERN_SOBOL);
sampling_pattern_enum.insert("cmj", SAMPLING_PATTERN_CMJ);
sampling_pattern_enum.insert("pmj", SAMPLING_PATTERN_PMJ);
SOCKET_ENUM(sampling_pattern, "Sampling Pattern", sampling_pattern_enum, SAMPLING_PATTERN_SOBOL);
return type;
}
Integrator::Integrator() : Node(node_type)
{
}
Integrator::~Integrator()
{
}
void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene)
{
if (!is_modified())
return;
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->integrator.times.add_entry({"device_update", time});
}
});
device_free(device, dscene);
KernelIntegrator *kintegrator = &dscene->data.integrator;
/* integrator parameters */
kintegrator->min_bounce = min_bounce + 1;
kintegrator->max_bounce = max_bounce + 1;
kintegrator->max_diffuse_bounce = max_diffuse_bounce + 1;
kintegrator->max_glossy_bounce = max_glossy_bounce + 1;
kintegrator->max_transmission_bounce = max_transmission_bounce + 1;
kintegrator->max_volume_bounce = max_volume_bounce + 1;
kintegrator->transparent_min_bounce = transparent_min_bounce + 1;
kintegrator->transparent_max_bounce = transparent_max_bounce + 1;
if (ao_bounces == 0) {
kintegrator->ao_bounces = INT_MAX;
}
else {
kintegrator->ao_bounces = ao_bounces - 1;
}
/* Transparent Shadows
* We only need to enable transparent shadows, if we actually have
* transparent shaders in the scene. Otherwise we can disable it
* to improve performance a bit. */
kintegrator->transparent_shadows = false;
foreach (Shader *shader, scene->shaders) {
/* keep this in sync with SD_HAS_TRANSPARENT_SHADOW in shader.cpp */
if ((shader->has_surface_transparent && shader->get_use_transparent_shadow()) ||
shader->has_volume) {
kintegrator->transparent_shadows = true;
break;
}
}
kintegrator->volume_max_steps = volume_max_steps;
kintegrator->volume_step_rate = volume_step_rate;
kintegrator->caustics_reflective = caustics_reflective;
kintegrator->caustics_refractive = caustics_refractive;
kintegrator->filter_glossy = (filter_glossy == 0.0f) ? FLT_MAX : 1.0f / filter_glossy;
kintegrator->seed = hash_uint2(seed, 0);
kintegrator->use_ambient_occlusion = ((Pass::contains(scene->passes, PASS_AO)) ||
dscene->data.background.ao_factor != 0.0f);
kintegrator->sample_clamp_direct = (sample_clamp_direct == 0.0f) ? FLT_MAX :
sample_clamp_direct * 3.0f;
kintegrator->sample_clamp_indirect = (sample_clamp_indirect == 0.0f) ?
FLT_MAX :
sample_clamp_indirect * 3.0f;
kintegrator->branched = (method == BRANCHED_PATH);
kintegrator->volume_decoupled = device->info.has_volume_decoupled;
kintegrator->diffuse_samples = diffuse_samples;
kintegrator->glossy_samples = glossy_samples;
kintegrator->transmission_samples = transmission_samples;
kintegrator->ao_samples = ao_samples;
kintegrator->mesh_light_samples = mesh_light_samples;
kintegrator->subsurface_samples = subsurface_samples;
kintegrator->volume_samples = volume_samples;
kintegrator->start_sample = start_sample;
if (method == BRANCHED_PATH) {
kintegrator->sample_all_lights_direct = sample_all_lights_direct;
kintegrator->sample_all_lights_indirect = sample_all_lights_indirect;
}
else {
kintegrator->sample_all_lights_direct = false;
kintegrator->sample_all_lights_indirect = false;
}
kintegrator->sampling_pattern = sampling_pattern;
kintegrator->aa_samples = aa_samples;
if (aa_samples > 0 && adaptive_min_samples == 0) {
kintegrator->adaptive_min_samples = max(4, (int)sqrtf(aa_samples));
VLOG(1) << "Cycles adaptive sampling: automatic min samples = "
<< kintegrator->adaptive_min_samples;
}
else {
kintegrator->adaptive_min_samples = max(4, adaptive_min_samples);
}
kintegrator->adaptive_step = 4;
kintegrator->adaptive_stop_per_sample = device->info.has_adaptive_stop_per_sample;
/* Adaptive step must be a power of two for bitwise operations to work. */
assert((kintegrator->adaptive_step & (kintegrator->adaptive_step - 1)) == 0);
if (aa_samples > 0 && adaptive_threshold == 0.0f) {
kintegrator->adaptive_threshold = max(0.001f, 1.0f / (float)aa_samples);
VLOG(1) << "Cycles adaptive sampling: automatic threshold = "
<< kintegrator->adaptive_threshold;
}
else {
kintegrator->adaptive_threshold = adaptive_threshold;
}
if (light_sampling_threshold > 0.0f) {
kintegrator->light_inv_rr_threshold = 1.0f / light_sampling_threshold;
}
else {
kintegrator->light_inv_rr_threshold = 0.0f;
}
/* sobol directions table */
int max_samples = 1;
if (method == BRANCHED_PATH) {
foreach (Light *light, scene->lights)
max_samples = max(max_samples, light->get_samples());
max_samples = max(max_samples,
max(diffuse_samples, max(glossy_samples, transmission_samples)));
max_samples = max(max_samples, max(ao_samples, max(mesh_light_samples, subsurface_samples)));
max_samples = max(max_samples, volume_samples);
}
uint total_bounces = max_bounce + transparent_max_bounce + 3 + VOLUME_BOUNDS_MAX +
max(BSSRDF_MAX_HITS, BSSRDF_MAX_BOUNCES);
max_samples *= total_bounces;
int dimensions = PRNG_BASE_NUM + max_samples * PRNG_BOUNCE_NUM;
dimensions = min(dimensions, SOBOL_MAX_DIMENSIONS);
if (sampling_pattern == SAMPLING_PATTERN_SOBOL) {
uint *directions = dscene->sample_pattern_lut.alloc(SOBOL_BITS * dimensions);
sobol_generate_direction_vectors((uint(*)[SOBOL_BITS])directions, dimensions);
dscene->sample_pattern_lut.copy_to_device();
}
else {
constexpr int sequence_size = NUM_PMJ_SAMPLES;
constexpr int num_sequences = NUM_PMJ_PATTERNS;
float2 *directions = (float2 *)dscene->sample_pattern_lut.alloc(sequence_size * num_sequences *
2);
TaskPool pool;
for (int j = 0; j < num_sequences; ++j) {
float2 *sequence = directions + j * sequence_size;
pool.push(
function_bind(&progressive_multi_jitter_02_generate_2D, sequence, sequence_size, j));
}
pool.wait_work();
dscene->sample_pattern_lut.copy_to_device();
}
clear_modified();
}
void Integrator::device_free(Device *, DeviceScene *dscene)
{
dscene->sample_pattern_lut.free();
}
void Integrator::tag_update(Scene *scene)
{
foreach (Shader *shader, scene->shaders) {
if (shader->has_integrator_dependency) {
scene->shader_manager->need_update = true;
break;
}
}
tag_modified();
}
CCL_NAMESPACE_END