Cycles has a sample offset feature allowing users to render X samples in a single frame on one device, then the remaining Y samples later or on a different device and combine them back together at the end. However in most situations the result from using this method was different, and usually lower quality than rendering all the samples in one go. This was because Cycles tunes it's random number sequence for the number of samples being rendered. And the random number sequence was being tuned for the wrong number of samples in the case that a user was using the sample offset. This commit fixes this issue by adding a "sample subset" feature. The user specifies the total sample count being rendered across all devices in the existing `Max Samples` parameter, then specifies per device which subset of samples will be rendered (E.g. Render samples 0-1024 out of a 0-2048 range). This commit also contains some additional clean up work inside Cycles related to the area being changed. Co-authored-by: Brecht Van Lommel <brecht@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/132961
255 lines
7.1 KiB
C++
255 lines
7.1 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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#pragma once
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#include <functional>
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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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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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bool use_sample_subset;
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int sample_subset_offset;
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int sample_subset_length;
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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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use_sample_subset = false;
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sample_subset_offset = 0;
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sample_subset_length = 1024;
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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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unique_ptr<Device> device;
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/* Denoiser device. Could be the same as the path trace device. */
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unique_ptr<Device> denoise_device_;
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unique_ptr<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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std::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(const int samples);
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void set_time_limit(const 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(const int width, const 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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/* Get device used for denoising, may be the same as render device. */
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Device *denoise_device()
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{
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return (denoise_device_) ? denoise_device_.get() : device.get();
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}
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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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unique_ptr<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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