Commit Graph

55 Commits

Author SHA1 Message Date
Brecht Van Lommel
2b132fc3f7 Fix T52135: Cycles should not keep generated/packed images in memory after render. 2017-07-20 23:47:05 +02:00
Sergey Sharybin
a523dfd2fd Fix T51412: Instant crash with texture plugged into the Displacement output
The issue was caused by unlimited textures commit, root of the issue is that
displacement code updates some of the image slots directly, so it needs to
ensure device vectors are all proper size.
2017-05-04 16:28:22 +02:00
Sergey Sharybin
f8d0b27d9d Cycles: Simplify code around maximum OpenCL info size allocation 2017-04-28 15:15:15 +02:00
Sergey Sharybin
407fd66d0a Cycles: Cleanup, de-duplicate image packing of various types 2017-04-28 15:08:54 +02:00
Stefan Werner
ec25060a05 Unlimited number of textures for Cycles
This patch allows for an unlimited number of textures in Cycles where the hardware allows. It replaces a number static arrays with dynamic arrays and changes the way the flat_slot indices are calculated. Eventually, I'd like to get to a point where there are only flat slots left and textures off all kinds are stored in a single array.

Note that the arrays in DeviceScene are changed from containing device_vector<T> objects to device_vector<T>* pointers. Ideally, I'd like to store objects, but dynamic resizing of a std:vector in pre-C++11 calls the copy constructor, which for a good reason is not implemented for device_vector. Once we require C++11 for Cycles builds, we can implement a move constructor for device_vector and store objects again.

The limits for CUDA Fermi hardware still apply.

Reviewers: tod_baudais, InsigMathK, dingto, #cycles

Reviewed By: dingto, #cycles

Subscribers: dingto, smellslikedonkey

Differential Revision: https://developer.blender.org/D2650
2017-04-27 09:35:22 +02:00
Sergey Sharybin
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
Sergey Sharybin
ced20b74e5 Fix T50032: Wrong render result when same image is used with and without alpha 2017-01-25 14:02:59 +01:00
Sergey Sharybin
7ea2dedd59 Cycles: Pass extra array size argument to builtin image pixels functions
This is a way to avoid possible memory corruption when render threads works
in parallel with UI thread.

Not guarantees complete safe, but makes things easier to check anyway.
2016-11-29 11:03:11 +01:00
Sergey Sharybin
272412f9c0 Cycles: Implement texture size limit simplify option
Main intention is to give some quick way to control scene's memory
usage by clamping textures which are too big. This is really handy
on the early production stages when you first create really nice
looking hi-res textures and only when it all works and approved
start investing time on optimizing your scene.

This is a new option in Scene Simplify panel and it acts as
following: when texture size is bigger than the given value it'll
be scaled down by half for until it fits into given limit.

There are various possible improvements, such as:

- Use threaded scaling using our own task manager.

  This is actually one of the main reasons why image resize is
  manually-implemented instead of using OIIO's resize. Other
  reason here is that API seems limited to construct 3D texture
  description easily.

- Vectorization of uchar4/float4/half4 textures.

- Use something smarter than box filter.

  Was playing with some other filters, but not sure they are
  really better: they kind of causes more fuzzy edges.

Even with such a TODOs in the code the option is already quite
useful.

Reviewers: brecht

Reviewed By: brecht

Subscribers: jtheninja, Blendify, gregzaal, venomgfx

Differential Revision: https://developer.blender.org/D2362
2016-11-22 12:00:09 +01:00
Sergey Sharybin
b047d79871 Cycles: De-duplicate image loading functions
The code was templated already, so don't see big reason to have
3 versions of templated functions. It was giving some extra code
to maintain and in fact already had divergency for support of huge
image resolution (missing size_t cast in byte image loading).

There should be no changes visible by artists.
2016-11-14 14:03:17 +01:00
Thomas Dinges
5ac7ef873b Cycles: Change code order for Image Data Types.
Now we have the 4 component ones first (float4, byte4, half4) followed by the 1 component ones (float, byte, half).
Makes code a bit more consistent and also reduces code a bit when enabling half support on GPU in next commit.

This also exposed a typo in half CPU images for 3D textures, which wasn't used yet, but good to have that one fixed anyway.
2016-08-11 22:30:03 +02:00
Thomas Dinges
5c249fac9a Fix Cycles OpenCL not taking Extend and Clip extension types into account.
(See T48720).
2016-07-01 23:48:31 +02:00
Thomas Dinges
6311a9ff23 Cycles: Support half and half4 textures.
This is an initial commit for half texture support in Cycles.
It adds the basic infrastructure inside of the ImageManager and support for these textures on CPU.

Supported:
* Half Float OpenEXR images (can be used for e.g HDRs or Normalmaps) now use 1/2 the memory, when loaded via disk (OIIO).

ToDo:
Various things like support for inbuilt half textures, GPU... will come later, step by step.

Part of my GSoC 2016.
2016-06-19 17:31:16 +02:00
Thomas Dinges
dc07a5561f Cleanup: Further tweaks for consistency and simplifications.
Now I can start adding half float without adding even bigger mess to all these functions. ;)
2016-05-27 23:35:29 +02:00
Thomas Dinges
a2669b0cbf Cleanup: Deduplicate image loading functions using templates. 2016-05-22 23:24:26 +02:00
Thomas Dinges
3c85e1ca1a Cycles: Add support for single channel byte textures.
This way, we also save 3/4th of memory for single channel byte textures (e.g. Bump Maps).

Note: In order for this to work, the texture *must* have 1 channel only.
In Gimp you can e.g. do that via the menu: Image -> Mode -> Grayscale
2016-05-12 14:51:42 +02:00
Thomas Dinges
4a4f043bc4 Cycles: Add support for single channel float textures on CPU.
Until now, single channel textures were packed into a float4, wasting 3 floats per pixel. Memory usage of such textures is now reduced by 3/4.
Voxel Attributes such as density, flame and heat benefit from this, but also Bumpmaps with one channel.
This commit also includes some cleanup and code deduplication for image loading.

Example Smoke render from Cosmos Laundromat: http://www.pasteall.org/pic/show.php?id=102972
Memory here went down from ~600MB to ~300MB.

Reviewers: #cycles, brecht

Differential Revision: https://developer.blender.org/D1981
2016-05-11 21:58:34 +02:00
Sergey Sharybin
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
Thomas Dinges
9a1e11260c Cleanup: More byte -> byte4 renaming for consistency. 2016-05-09 02:22:01 +02:00
Brecht Van Lommel
98e2135a2d Fix T48380: fix for recent image manager code cleanup. 2016-05-08 21:41:25 +02:00
Brecht Van Lommel
dfe9aa25c3 Code cleanup: tweaks to image manager code found while looking into previous bug. 2016-05-08 20:20:53 +02:00
Thomas Dinges
3807bcb3a8 Cleanup: Rename texture slots to float4 and byte, to distinguish from future float (single channel) and half_float slots.
Should be no functional changes, tested CPU and CUDA.
2016-05-06 14:37:35 +02:00
Thomas Dinges
36d8a70b00 Code refactor: Change Cycles ImageManager arrays.
This commit simplifies the code for the image arrays. Instead of having 2 arrays for float and byte textures,
we now use an array here. This simplifies the code (avoids code duplication), and makes it possible to easily extend it
with float1 and half-float types in the future.

Only tested with CPU yet, plus some cleanup / code de-duplication is still possible here.

Reviewers: #cycles, sergey

Reviewed By: #cycles, sergey

Subscribers: jesterking, sergey

Differential Revision: https://developer.blender.org/D1969
2016-05-06 13:20:09 +02:00
Thomas Dinges
557544f2c4 Cycles: Refactor Image Texture limits.
Instead of treating Fermi GPU limits as default,
and overriding them for other devices,
we now nicely set them for each platform.

* Due to setting values for all platforms,
we don't have to offset the slot id for OpenCL anymore,
as the image manager wont add float images for OpenCL now.

* Bugfix: TEX_NUM_FLOAT_IMAGES was always 5, even for CPU,
so the code in svm_image.h clamped float textures with alpha on CPU after the 5th slot.

Reviewers: #cycles, brecht

Reviewed By: #cycles, brecht

Subscribers: brecht

Differential Revision: https://developer.blender.org/D1925
2016-04-16 20:49:59 +02:00
Thomas Dinges
9c916b0172 Cleanup: Move texture definitions to util, to avoid bad level include. 2016-04-15 23:02:44 +02:00
Sergey Sharybin
1c4f21f85e Cycles: Initial support of 3D textures for CUDA rendering
Supports both smoke/fire and point density textures now.

Reduces number of textures available for sm_20 and sm_21, but you have
to compromise somewhere on such a limited hardware.

Currently limited to linear interpolation only, and decoupled ray
marching is not supported yet. Think those could be considered just a
further improvement.

Some quick example:

  https://developer.blender.org/F282934

Code is minimal and we can fully consider it a fix for missing
support of 3D textures with CUDA.

Reviewers: lukasstockner97, brecht, juicyfruit, dingto

Reviewed By: brecht, juicyfruit, dingto

Subscribers: mib2berlin

Differential Revision: https://developer.blender.org/D1806
2016-02-15 21:26:29 +01:00
Sergey Sharybin
8a1afc28db Cycles: Increase number of textures allowed for OpenCL render
Currently OpenCL devices are packing images into a single texture,
which means technically number of textures is not limited here.

Now OpenCL will use same number of textures as CPU. If we want
to bump number of textures further, this values are to be modified
in sync.

NOTE OpenCL still does not support float textures.

Original patch from a guy called bliblubli in the tracker with
some own modifications.

Reviewers: brecht, dingto, sergey

Differential Revision: https://developer.blender.org/D1530
2015-10-11 18:22:01 +05:00
Sergey Sharybin
f2c54df625 Cycles: Expose image image extension mapping to the image manager
Currently only two mappings are supported by API, which is Repeat (old behavior)
and new Clip behavior. Internally this extension is being converted to periodic
flag which was already supported but wasn't exposed.

There's no support for OpenCL yet because of the way how we pack images into a
single texture.

Those settings are not exposed to UI or anywhere else and there should be no
functional changes so far.
2015-07-21 21:58:19 +02:00
Sergey Sharybin
cd44449578 Cycles: Synchronize images after building mesh BVH
This way memory overhead caused by the BVH building is not so visible and peak
memory usage will be reduced.

Implementing this idea is not so straightforward actually, because we need to
synchronize images used for true displacement before meshes. Detecting whether
image is used for true displacement is not so striaghtforward, so for now all
all displacement types will synchronize images used for them.

Such change brings memory usage from 4.1G to 4.0G with the 01_01_01_D scene
from gooseberry. With 01_01_01_G scene it's 7.6G vs. 6.8G (before and after
the patch).

Reviewers: campbellbarton, juicyfruit, brecht

Subscribers: eyecandy

Differential Revision: https://developer.blender.org/D1217
2015-04-20 17:29:51 +05:00
Martijn Berger
f01456aaa4 Optionally use c++11 stuff instead of boost in cycles where possible. We do and continue to depend on boost though
Reviewers: dingto, sergey

Reviewed By: sergey

Subscribers: #cycles

Differential Revision: https://developer.blender.org/D1185
2015-03-29 22:12:40 +02:00
Thomas Dinges
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
Sergey Sharybin
9a45c9dadf Fix T41109: Reloading image that has been modified outside Blender does not update image in Image Texture nodes 2014-07-18 19:37:32 +06:00
Brecht Van Lommel
88d8358f91 Fix T40703: cycles viewport smoke not updating when changing frame. 2014-06-21 22:21:04 +02:00
Thomas Dinges
0ce3a755f8 Cycles: Add support for uchar4 attributes.
* Added support for uchar4 attributes to Cycles' attribute system.
* This is used for Vertex Colors now, which saves some memory (4 unsigned characters, instead of 4 floats).
* GPU Texture Limit on sm_20 and sm_21 decreased from 95 to 94, because we need a new texture for the uchar4 attributes. This is no problem for sm_30 or newer.

Part of my GSoC 2014.
2014-06-13 23:40:54 +02:00
Brecht Van Lommel
c6d9b11b70 Fix T40195: cycles smoke + persistent images animation render not working correct. 2014-05-19 14:45:52 +02:00
Thomas Dinges
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
Carlo Andreacchio
8b8d5a441f Cycles: add support for "Use Alpha" option on image datablocks.
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D486
2014-05-07 16:43:50 +02:00
Brecht Van Lommel
a2e4ebd36a Cycles code internals: add CPU kernel support for 3D image textures. 2014-03-29 13:03:48 +01:00
Martijn Berger
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
Thomas Dinges
1bebdc9ad0 Fix T37264: cycles CPU render had limited number of float images, bumped to 1024.
GPU is still limited to 5, but there's no good reason for the CPU to be limited.
2013-12-14 15:07:46 +01:00
Brecht Van Lommel
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
Brecht Van Lommel
b94993941f Fix #34252: cycles rendering 16bit PNG with too light colors. 2013-02-14 21:40:29 +00:00
Sergey Sharybin
452a52575c Cycles material preview: fix for generated/packed/movie files
Issue was caused by cycles trying to find builtin images in a main
database and in case of preview render images are not in database,
they're just referenced by shader node tree.

Now builtin images in cycles have got void* pointer to store data
needed to load builtin images.

In case ob blender session, this pointer will store pointer from
PointerRNA for image datablock and used later to construct Image
class based on this pointer.

This also saves database lookup for final render which is nice :)

Reviewed by Brecht.
2013-01-30 13:42:12 +00:00
Sergey Sharybin
7a90af7b5a Packed and generated images support for Cycles
This commit adds support of packed and generated images
for Cycles when using SVM backend. Movies are still not
supported. This changes also doesn't touch OSL which is
much less trivial to adopt for any images which are not
saved to disk.

Implementation details:

- When adding images to Image Manager is now possible
  to mark image as builtin. Builtin images will bypass
  OIIO loader and will use special loading callbacks.

- Callbacks are set by Blender Session and they're
  using C++ RNA interface to obtain needed data (pixels,
  dimensions, is_float flag).

- Image Manager assumes file path is used as reference
  to a builtin images, but in fact currently image
  datablock name is used for reference. This makes it
  easy to find an image in BlendData database.

- Added some extra properties to Image RNA:
  * channels, which denotes actual number of channels
    in ImBuf. This is needed to treat image's pixels
    correct (before it wasn't possible because API
    used internal number of channels for pixels which
    is in fact doesn't correlate with image depth)
  * is_float, which is truth if image is stored in
    float buffer of ImBuf.

- Implemented string lookup for C++ RNA collections
  for cases there's no manual lookup function.

OSL is not supported because it used own image loading
and filtering routines and there's seems to be no API
to feed pre-loaded pixels directly to the library.

Think we'll either need to add some API to support
such kind of feeding or consider OSL does not have
support of packed images at all.

Movies are not supported at this moment because of lack
of RNA API to load specified frame. It's not difficult
to solve, just need to consider what to best here:
* Either write some general python interface for ImBuf
  and use it via C++ API, or
* Write a PY API function which will return pixels for
  given frame, or
* Use bad-level BKE_* call

Anyway, small steps, further improvements later.

Reviewed by Brecht, thanks!
2013-01-12 10:59:13 +00:00
Brecht Van Lommel
90cdf34f56 Fix #32796: cycles did not support image auto refresh option. 2012-11-21 13:00:51 +00:00
Brecht Van Lommel
ab1b5af08d Fix cycles OSL missing support for texture mapping paramaters found in texture
properties tab.
2012-11-20 17:40:10 +00:00
Sergey Sharybin
540c9d4208 Cycles: fix crash rendering textured objects in OpenCL
Issue was caused by changed order of texture slots -- float textures
have got lower slots indices than byte textures. OpenCL was still assuming
byte textures goes before float.
2012-11-05 08:05:24 +00:00
Brecht Van Lommel
46d82a2a12 Fix #32618: cycles multithreaded image loading could crash with CUDA, was a
threading issue that happens once every X frames.
2012-09-27 17:42:09 +00:00
Brecht Van Lommel
adea12cb01 Cycles: merge of changes from tomato branch.
Regular rendering now works tiled, and supports save buffers to save memory
during render and cache render results.

Brick texture node by Thomas.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture

Image texture Blended Box Mapping.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture
http://mango.blender.org/production/blended_box/

Various bug fixes by Sergey and Campbell.
* Fix for reading freed memory in some node setups.
* Fix incorrect memory read when synchronizing mesh motion.
* Fix crash appearing when direct light usage is different on different layers.
* Fix for vector pass gives wrong result in some circumstances.
* Fix for wrong resolution used for rendering Render Layer node.
* Option to cancel rendering when doing initial synchronization.
* No more texture limit when using CPU render.
* Many fixes for new tiled rendering.
2012-09-04 13:29:07 +00:00
Campbell Barton
16e6b7b867 cycles changes:
- images that can't be loaded because of the limit are printed in the console.
- textures that can't be found show up as pink (so we know somethings wrong).
2012-07-04 11:48:42 +00:00