Files
test2/intern/cycles/render/film.cpp
Jeroen Bakker 271c6794d6 Cycles: Viewport Rendering Memory Improvement
Small memory reduction change by only storing the pixels of the combined
pass when it is being shown in the viewport. Previously the combined pass
was always calculated and present in the output buffer. The combined pass
will still be calculated.

It is a limitation in Blender that Cycles always had a combined pass.
This patch will remove the limitation from the code base of Cycles.
Blender still has the limitation, but will always request the combined
renderpass when doing final rendering.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5784
2019-09-17 11:24:55 +02:00

573 lines
16 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/camera.h"
#include "device/device.h"
#include "render/film.h"
#include "render/integrator.h"
#include "render/mesh.h"
#include "render/scene.h"
#include "render/tables.h"
#include "util/util_algorithm.h"
#include "util/util_foreach.h"
#include "util/util_math.h"
#include "util/util_math_cdf.h"
CCL_NAMESPACE_BEGIN
/* Pass */
static bool compare_pass_order(const Pass &a, const Pass &b)
{
if (a.components == b.components)
return (a.type < b.type);
return (a.components > b.components);
}
void Pass::add(PassType type, vector<Pass> &passes, const char *name)
{
for (size_t i = 0; i < passes.size(); i++) {
if (passes[i].type == type && (name ? (passes[i].name == name) : passes[i].name.empty())) {
return;
}
}
Pass pass;
pass.type = type;
pass.filter = true;
pass.exposure = false;
pass.divide_type = PASS_NONE;
if (name) {
pass.name = name;
}
switch (type) {
case PASS_NONE:
pass.components = 0;
break;
case PASS_COMBINED:
pass.components = 4;
pass.exposure = true;
break;
case PASS_DEPTH:
pass.components = 1;
pass.filter = false;
break;
case PASS_MIST:
pass.components = 1;
break;
case PASS_NORMAL:
pass.components = 4;
break;
case PASS_UV:
pass.components = 4;
break;
case PASS_MOTION:
pass.components = 4;
pass.divide_type = PASS_MOTION_WEIGHT;
break;
case PASS_MOTION_WEIGHT:
pass.components = 1;
break;
case PASS_OBJECT_ID:
case PASS_MATERIAL_ID:
pass.components = 1;
pass.filter = false;
break;
case PASS_EMISSION:
case PASS_BACKGROUND:
pass.components = 4;
pass.exposure = true;
break;
case PASS_AO:
pass.components = 4;
break;
case PASS_SHADOW:
pass.components = 4;
pass.exposure = false;
break;
case PASS_LIGHT:
/* This isn't a real pass, used by baking to see whether
* light data is needed or not.
*
* Set components to 0 so pass sort below happens in a
* determined way.
*/
pass.components = 0;
break;
#ifdef WITH_CYCLES_DEBUG
case PASS_BVH_TRAVERSED_NODES:
case PASS_BVH_TRAVERSED_INSTANCES:
case PASS_BVH_INTERSECTIONS:
case PASS_RAY_BOUNCES:
pass.components = 1;
pass.exposure = false;
break;
#endif
case PASS_RENDER_TIME:
/* This pass is handled entirely on the host side. */
pass.components = 0;
break;
case PASS_DIFFUSE_COLOR:
case PASS_GLOSSY_COLOR:
case PASS_TRANSMISSION_COLOR:
case PASS_SUBSURFACE_COLOR:
pass.components = 4;
break;
case PASS_DIFFUSE_DIRECT:
case PASS_DIFFUSE_INDIRECT:
pass.components = 4;
pass.exposure = true;
pass.divide_type = PASS_DIFFUSE_COLOR;
break;
case PASS_GLOSSY_DIRECT:
case PASS_GLOSSY_INDIRECT:
pass.components = 4;
pass.exposure = true;
pass.divide_type = PASS_GLOSSY_COLOR;
break;
case PASS_TRANSMISSION_DIRECT:
case PASS_TRANSMISSION_INDIRECT:
pass.components = 4;
pass.exposure = true;
pass.divide_type = PASS_TRANSMISSION_COLOR;
break;
case PASS_SUBSURFACE_DIRECT:
case PASS_SUBSURFACE_INDIRECT:
pass.components = 4;
pass.exposure = true;
pass.divide_type = PASS_SUBSURFACE_COLOR;
break;
case PASS_VOLUME_DIRECT:
case PASS_VOLUME_INDIRECT:
pass.components = 4;
pass.exposure = true;
break;
case PASS_CRYPTOMATTE:
pass.components = 4;
break;
default:
assert(false);
break;
}
passes.push_back(pass);
/* order from by components, to ensure alignment so passes with size 4
* come first and then passes with size 1 */
sort(&passes[0], &passes[0] + passes.size(), compare_pass_order);
if (pass.divide_type != PASS_NONE)
Pass::add(pass.divide_type, passes);
}
bool Pass::equals(const vector<Pass> &A, const vector<Pass> &B)
{
if (A.size() != B.size())
return false;
for (int i = 0; i < A.size(); i++)
if (A[i].type != B[i].type || A[i].name != B[i].name)
return false;
return true;
}
bool Pass::contains(const vector<Pass> &passes, PassType type)
{
for (size_t i = 0; i < passes.size(); i++)
if (passes[i].type == type)
return true;
return false;
}
/* Pixel Filter */
static float filter_func_box(float /*v*/, float /*width*/)
{
return 1.0f;
}
static float filter_func_gaussian(float v, float width)
{
v *= 6.0f / width;
return expf(-2.0f * v * v);
}
static float filter_func_blackman_harris(float v, float width)
{
v = M_2PI_F * (v / width + 0.5f);
return 0.35875f - 0.48829f * cosf(v) + 0.14128f * cosf(2.0f * v) - 0.01168f * cosf(3.0f * v);
}
static vector<float> filter_table(FilterType type, float width)
{
vector<float> filter_table(FILTER_TABLE_SIZE);
float (*filter_func)(float, float) = NULL;
switch (type) {
case FILTER_BOX:
filter_func = filter_func_box;
break;
case FILTER_GAUSSIAN:
filter_func = filter_func_gaussian;
width *= 3.0f;
break;
case FILTER_BLACKMAN_HARRIS:
filter_func = filter_func_blackman_harris;
width *= 2.0f;
break;
default:
assert(0);
}
/* Create importance sampling table. */
/* TODO(sergey): With the even filter table size resolution we can not
* really make it nice symmetric importance map without sampling full range
* (meaning, we would need to sample full filter range and not use the
* make_symmetric argument).
*
* Current code matches exactly initial filter table code, but we should
* consider either making FILTER_TABLE_SIZE odd value or sample full filter.
*/
util_cdf_inverted(FILTER_TABLE_SIZE,
0.0f,
width * 0.5f,
function_bind(filter_func, _1, width),
true,
filter_table);
return filter_table;
}
/* Film */
NODE_DEFINE(Film)
{
NodeType *type = NodeType::add("film", create);
SOCKET_FLOAT(exposure, "Exposure", 0.8f);
SOCKET_FLOAT(pass_alpha_threshold, "Pass Alpha Threshold", 0.0f);
static NodeEnum filter_enum;
filter_enum.insert("box", FILTER_BOX);
filter_enum.insert("gaussian", FILTER_GAUSSIAN);
filter_enum.insert("blackman_harris", FILTER_BLACKMAN_HARRIS);
SOCKET_ENUM(filter_type, "Filter Type", filter_enum, FILTER_BOX);
SOCKET_FLOAT(filter_width, "Filter Width", 1.0f);
SOCKET_FLOAT(mist_start, "Mist Start", 0.0f);
SOCKET_FLOAT(mist_depth, "Mist Depth", 100.0f);
SOCKET_FLOAT(mist_falloff, "Mist Falloff", 1.0f);
SOCKET_BOOLEAN(use_sample_clamp, "Use Sample Clamp", false);
SOCKET_BOOLEAN(denoising_data_pass, "Generate Denoising Data Pass", false);
SOCKET_BOOLEAN(denoising_clean_pass, "Generate Denoising Clean Pass", false);
SOCKET_BOOLEAN(denoising_prefiltered_pass, "Generate Denoising Prefiltered Pass", false);
SOCKET_INT(denoising_flags, "Denoising Flags", 0);
return type;
}
Film::Film() : Node(node_type)
{
use_light_visibility = false;
filter_table_offset = TABLE_OFFSET_INVALID;
cryptomatte_passes = CRYPT_NONE;
need_update = true;
}
Film::~Film()
{
}
void Film::device_update(Device *device, DeviceScene *dscene, Scene *scene)
{
if (!need_update)
return;
device_free(device, dscene, scene);
KernelFilm *kfilm = &dscene->data.film;
/* update __data */
kfilm->exposure = exposure;
kfilm->pass_flag = 0;
kfilm->display_pass_stride = -1;
kfilm->display_pass_components = 0;
kfilm->display_divide_pass_stride = -1;
kfilm->use_display_exposure = false;
kfilm->use_display_pass_alpha = (display_pass == PASS_COMBINED);
kfilm->light_pass_flag = 0;
kfilm->pass_stride = 0;
kfilm->use_light_pass = use_light_visibility || use_sample_clamp;
bool have_cryptomatte = false;
for (size_t i = 0; i < passes.size(); i++) {
Pass &pass = passes[i];
if (pass.type == PASS_NONE) {
continue;
}
/* Can't do motion pass if no motion vectors are available. */
if (pass.type == PASS_MOTION || pass.type == PASS_MOTION_WEIGHT) {
if (scene->need_motion() != Scene::MOTION_PASS) {
kfilm->pass_stride += pass.components;
continue;
}
}
int pass_flag = (1 << (pass.type % 32));
if (pass.type <= PASS_CATEGORY_MAIN_END) {
kfilm->pass_flag |= pass_flag;
}
else {
assert(pass.type <= PASS_CATEGORY_LIGHT_END);
kfilm->use_light_pass = 1;
kfilm->light_pass_flag |= pass_flag;
}
switch (pass.type) {
case PASS_COMBINED:
kfilm->pass_combined = kfilm->pass_stride;
break;
case PASS_DEPTH:
kfilm->pass_depth = kfilm->pass_stride;
break;
case PASS_NORMAL:
kfilm->pass_normal = kfilm->pass_stride;
break;
case PASS_UV:
kfilm->pass_uv = kfilm->pass_stride;
break;
case PASS_MOTION:
kfilm->pass_motion = kfilm->pass_stride;
break;
case PASS_MOTION_WEIGHT:
kfilm->pass_motion_weight = kfilm->pass_stride;
break;
case PASS_OBJECT_ID:
kfilm->pass_object_id = kfilm->pass_stride;
break;
case PASS_MATERIAL_ID:
kfilm->pass_material_id = kfilm->pass_stride;
break;
case PASS_MIST:
kfilm->pass_mist = kfilm->pass_stride;
break;
case PASS_EMISSION:
kfilm->pass_emission = kfilm->pass_stride;
break;
case PASS_BACKGROUND:
kfilm->pass_background = kfilm->pass_stride;
break;
case PASS_AO:
kfilm->pass_ao = kfilm->pass_stride;
break;
case PASS_SHADOW:
kfilm->pass_shadow = kfilm->pass_stride;
break;
case PASS_LIGHT:
break;
case PASS_DIFFUSE_COLOR:
kfilm->pass_diffuse_color = kfilm->pass_stride;
break;
case PASS_GLOSSY_COLOR:
kfilm->pass_glossy_color = kfilm->pass_stride;
break;
case PASS_TRANSMISSION_COLOR:
kfilm->pass_transmission_color = kfilm->pass_stride;
break;
case PASS_SUBSURFACE_COLOR:
kfilm->pass_subsurface_color = kfilm->pass_stride;
break;
case PASS_DIFFUSE_INDIRECT:
kfilm->pass_diffuse_indirect = kfilm->pass_stride;
break;
case PASS_GLOSSY_INDIRECT:
kfilm->pass_glossy_indirect = kfilm->pass_stride;
break;
case PASS_TRANSMISSION_INDIRECT:
kfilm->pass_transmission_indirect = kfilm->pass_stride;
break;
case PASS_SUBSURFACE_INDIRECT:
kfilm->pass_subsurface_indirect = kfilm->pass_stride;
break;
case PASS_VOLUME_INDIRECT:
kfilm->pass_volume_indirect = kfilm->pass_stride;
break;
case PASS_DIFFUSE_DIRECT:
kfilm->pass_diffuse_direct = kfilm->pass_stride;
break;
case PASS_GLOSSY_DIRECT:
kfilm->pass_glossy_direct = kfilm->pass_stride;
break;
case PASS_TRANSMISSION_DIRECT:
kfilm->pass_transmission_direct = kfilm->pass_stride;
break;
case PASS_SUBSURFACE_DIRECT:
kfilm->pass_subsurface_direct = kfilm->pass_stride;
break;
case PASS_VOLUME_DIRECT:
kfilm->pass_volume_direct = kfilm->pass_stride;
break;
#ifdef WITH_CYCLES_DEBUG
case PASS_BVH_TRAVERSED_NODES:
kfilm->pass_bvh_traversed_nodes = kfilm->pass_stride;
break;
case PASS_BVH_TRAVERSED_INSTANCES:
kfilm->pass_bvh_traversed_instances = kfilm->pass_stride;
break;
case PASS_BVH_INTERSECTIONS:
kfilm->pass_bvh_intersections = kfilm->pass_stride;
break;
case PASS_RAY_BOUNCES:
kfilm->pass_ray_bounces = kfilm->pass_stride;
break;
#endif
case PASS_RENDER_TIME:
break;
case PASS_CRYPTOMATTE:
kfilm->pass_cryptomatte = have_cryptomatte ?
min(kfilm->pass_cryptomatte, kfilm->pass_stride) :
kfilm->pass_stride;
have_cryptomatte = true;
break;
default:
assert(false);
break;
}
if (pass.type == display_pass) {
kfilm->display_pass_stride = kfilm->pass_stride;
kfilm->display_pass_components = pass.components;
kfilm->use_display_exposure = pass.exposure && (kfilm->exposure != 1.0f);
}
else if (pass.type == PASS_DIFFUSE_COLOR || pass.type == PASS_TRANSMISSION_COLOR ||
pass.type == PASS_GLOSSY_COLOR || pass.type == PASS_SUBSURFACE_COLOR) {
kfilm->display_divide_pass_stride = kfilm->pass_stride;
}
kfilm->pass_stride += pass.components;
}
kfilm->pass_denoising_data = 0;
kfilm->pass_denoising_clean = 0;
kfilm->denoising_flags = 0;
if (denoising_data_pass) {
kfilm->pass_denoising_data = kfilm->pass_stride;
kfilm->pass_stride += DENOISING_PASS_SIZE_BASE;
kfilm->denoising_flags = denoising_flags;
if (denoising_clean_pass) {
kfilm->pass_denoising_clean = kfilm->pass_stride;
kfilm->pass_stride += DENOISING_PASS_SIZE_CLEAN;
kfilm->use_light_pass = 1;
}
if (denoising_prefiltered_pass) {
kfilm->pass_stride += DENOISING_PASS_SIZE_PREFILTERED;
}
}
kfilm->pass_stride = align_up(kfilm->pass_stride, 4);
/* When displaying the normal/uv pass in the viewport we need to disable
* transparency.
*
* We also don't need to perform light accumulations. Later we want to optimize this to suppress
* light calculations. */
if (display_pass == PASS_NORMAL || display_pass == PASS_UV) {
kfilm->use_light_pass = 0;
}
else {
kfilm->pass_alpha_threshold = pass_alpha_threshold;
}
/* update filter table */
vector<float> table = filter_table(filter_type, filter_width);
scene->lookup_tables->remove_table(&filter_table_offset);
filter_table_offset = scene->lookup_tables->add_table(dscene, table);
kfilm->filter_table_offset = (int)filter_table_offset;
/* mist pass parameters */
kfilm->mist_start = mist_start;
kfilm->mist_inv_depth = (mist_depth > 0.0f) ? 1.0f / mist_depth : 0.0f;
kfilm->mist_falloff = mist_falloff;
kfilm->cryptomatte_passes = cryptomatte_passes;
kfilm->cryptomatte_depth = cryptomatte_depth;
pass_stride = kfilm->pass_stride;
denoising_data_offset = kfilm->pass_denoising_data;
denoising_clean_offset = kfilm->pass_denoising_clean;
need_update = false;
}
void Film::device_free(Device * /*device*/, DeviceScene * /*dscene*/, Scene *scene)
{
scene->lookup_tables->remove_table(&filter_table_offset);
}
bool Film::modified(const Film &film)
{
return !Node::equals(film) || !Pass::equals(passes, film.passes);
}
void Film::tag_passes_update(Scene *scene, const vector<Pass> &passes_, bool update_passes)
{
if (Pass::contains(passes, PASS_UV) != Pass::contains(passes_, PASS_UV)) {
scene->mesh_manager->tag_update(scene);
foreach (Shader *shader, scene->shaders)
shader->need_update_mesh = true;
}
else if (Pass::contains(passes, PASS_MOTION) != Pass::contains(passes_, PASS_MOTION)) {
scene->mesh_manager->tag_update(scene);
}
else if (Pass::contains(passes, PASS_AO) != Pass::contains(passes_, PASS_AO)) {
scene->integrator->tag_update(scene);
}
if (update_passes) {
passes = passes_;
}
}
void Film::tag_update(Scene * /*scene*/)
{
need_update = true;
}
CCL_NAMESPACE_END