- Use uppercase NOTE: tags. - Correct bNote -> bNode. - Use colon after parameters. - Use doxy-style doc-strings.
247 lines
6.8 KiB
C++
247 lines
6.8 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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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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/* Device, which is chosen based on Blender Cycles preferences, as well as Scene settings and
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* command line arguments. */
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DeviceInfo device;
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/* Device from Cycles preferences for denoising. */
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DeviceInfo denoise_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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/* Denoiser device. Could be the same as the path trace device. */
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Device *denoise_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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