This patch adds a Hydra render delegate to Cycles, allowing Cycles to be used for rendering in applications that provide a Hydra viewport. The implementation was written from scratch against Cycles X, for integration into the Blender repository to make it possible to continue developing it in step with the rest of Cycles. For this purpose it follows the style of the rest of the Cycles code and can be built with a CMake option (`WITH_CYCLES_HYDRA_RENDER_DELEGATE=1`) similar to the existing standalone version of Cycles. Since Hydra render delegates need to be built against the exact USD version and other dependencies as the target application is using, this is intended to be built separate from Blender (`WITH_BLENDER=0` CMake option) and with support for library versions different from what Blender is using. As such the CMake build scripts for Windows had to be modified slightly, so that the Cycles Hydra render delegate can e.g. be built with MSVC 2017 again even though Blender requires MSVC 2019 now, and it's possible to specify custom paths to the USD SDK etc. The codebase supports building against the latest USD release 22.03 and all the way back to USD 20.08 (with some limitations). Reviewed By: brecht, LazyDodo Differential Revision: https://developer.blender.org/D14398
240 lines
6.4 KiB
C++
240 lines
6.4 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#ifndef __SESSION_H__
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#define __SESSION_H__
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#include "device/device.h"
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#include "integrator/render_scheduler.h"
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#include "scene/shader.h"
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#include "scene/stats.h"
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#include "session/buffers.h"
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#include "session/tile.h"
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#include "util/progress.h"
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#include "util/stats.h"
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#include "util/thread.h"
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#include "util/unique_ptr.h"
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#include "util/vector.h"
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CCL_NAMESPACE_BEGIN
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class BufferParams;
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class Device;
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class DeviceScene;
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class DisplayDriver;
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class OutputDriver;
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class PathTrace;
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class Progress;
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class RenderBuffers;
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class Scene;
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class SceneParams;
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/* Session Parameters */
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class SessionParams {
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public:
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DeviceInfo device;
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bool headless;
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bool background;
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bool experimental;
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int samples;
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int sample_offset;
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int pixel_size;
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int threads;
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/* Limit in seconds for how long path tracing is allowed to happen.
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* Zero means no limit is applied. */
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double time_limit;
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bool use_profiling;
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bool use_auto_tile;
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int tile_size;
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bool use_resolution_divider;
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ShadingSystem shadingsystem;
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/* Session-specific temporary directory to store in-progress EXR files in. */
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string temp_dir;
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SessionParams()
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{
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headless = false;
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background = false;
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experimental = false;
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samples = 1024;
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sample_offset = 0;
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pixel_size = 1;
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threads = 0;
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time_limit = 0.0;
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use_profiling = false;
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use_auto_tile = true;
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tile_size = 2048;
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use_resolution_divider = true;
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shadingsystem = SHADINGSYSTEM_SVM;
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}
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bool modified(const SessionParams ¶ms) const
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{
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/* Modified means we have to recreate the session, any parameter changes
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* that can be handled by an existing Session are omitted. */
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return !(device == params.device && headless == params.headless &&
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background == params.background && experimental == params.experimental &&
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pixel_size == params.pixel_size && threads == params.threads &&
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use_profiling == params.use_profiling && shadingsystem == params.shadingsystem &&
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use_auto_tile == params.use_auto_tile && tile_size == params.tile_size);
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}
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};
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/* Session
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*
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* This is the class that contains the session thread, running the render
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* control loop and dispatching tasks. */
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class Session {
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public:
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Device *device;
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Scene *scene;
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Progress progress;
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SessionParams params;
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Stats stats;
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Profiler profiler;
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/* Callback is invoked by tile manager whenever on-dist tiles storage file is closed after
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* writing. Allows an engine integration to keep track of those files without worry about
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* transferring the information when it needs to re-create session during rendering. */
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function<void(string_view)> full_buffer_written_cb;
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explicit Session(const SessionParams ¶ms, const SceneParams &scene_params);
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~Session();
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void start();
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/* When quick cancel is requested path tracing is cancels as soon as possible, without waiting
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* for the buffer to be uniformly sampled. */
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void cancel(bool quick = false);
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void draw();
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void wait();
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bool ready_to_reset();
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void reset(const SessionParams &session_params, const BufferParams &buffer_params);
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void set_pause(bool pause);
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void set_samples(int samples);
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void set_time_limit(double time_limit);
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void set_output_driver(unique_ptr<OutputDriver> driver);
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void set_display_driver(unique_ptr<DisplayDriver> driver);
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double get_estimated_remaining_time() const;
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void device_free();
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/* Returns the rendering progress or 0 if no progress can be determined
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* (for example, when rendering with unlimited samples). */
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float get_progress();
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void collect_statistics(RenderStats *stats);
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/* --------------------------------------------------------------------
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* Full-frame on-disk storage.
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*/
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/* Read given full-frame file from disk, perform needed processing and write it to the software
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* via the write callback. */
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void process_full_buffer_from_disk(string_view filename);
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protected:
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struct DelayedReset {
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thread_mutex mutex;
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bool do_reset;
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SessionParams session_params;
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BufferParams buffer_params;
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} delayed_reset_;
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void thread_run();
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void thread_render();
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/* Check whether the session thread is in `SESSION_THREAD_RENDER` state.
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* Returns true if it is so. */
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bool is_session_thread_rendering();
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/* Update for the new iteration of the main loop in run implementation (run_cpu and run_gpu).
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*
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* Will take care of the following things:
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* - Delayed reset
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* - Scene update
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* - Tile manager advance
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* - Render scheduler work request
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*
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* The updates are done in a proper order with proper locking around them, which guarantees
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* that the device side of scene and render buffers are always in a consistent state.
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*
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* Returns render work which is to be rendered next. */
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RenderWork run_update_for_next_iteration();
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/* Wait for rendering to be unpaused, or for new tiles for render to arrive.
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* Returns true if new main render loop iteration is required after this function call.
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*
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* The `render_work` is the work which was scheduled by the render scheduler right before
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* checking the pause. */
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bool run_wait_for_work(const RenderWork &render_work);
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void run_main_render_loop();
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bool update_scene(int width, int height);
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void update_status_time(bool show_pause = false, bool show_done = false);
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void do_delayed_reset();
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int2 get_effective_tile_size() const;
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/* Session thread that performs rendering tasks decoupled from the thread
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* controlling the sessions. The thread is created and destroyed along with
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* the session. */
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thread *session_thread_ = nullptr;
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thread_condition_variable session_thread_cond_;
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thread_mutex session_thread_mutex_;
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enum {
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SESSION_THREAD_WAIT,
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SESSION_THREAD_RENDER,
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SESSION_THREAD_END,
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} session_thread_state_ = SESSION_THREAD_WAIT;
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bool pause_ = false;
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bool new_work_added_ = false;
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thread_condition_variable pause_cond_;
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thread_mutex pause_mutex_;
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thread_mutex tile_mutex_;
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thread_mutex buffers_mutex_;
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TileManager tile_manager_;
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BufferParams buffer_params_;
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/* Render scheduler is used to get work to be rendered with the current big tile. */
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RenderScheduler render_scheduler_;
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/* Path tracer object.
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*
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* Is a single full-frame path tracer for interactive viewport rendering.
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* A path tracer for the current big-tile for an offline rendering. */
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unique_ptr<PathTrace> path_trace_;
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};
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CCL_NAMESPACE_END
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#endif /* __SESSION_H__ */
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