Perform delayed freeing of the geometry BVHs similar to OptiX. Previously BLAS memory was allocated in the device class as part of device_update, but released in the BVHHIPRT destructor which gets called when deleting geometry outside of device_update. To avoid the GPU accessing unmapped memory, do a delayed free of this memory in the device class as part of either device_update or device destruction. This ensures it is in sync with other device memory changes. Fix #148276 Fix #139013 Fix #138043 Fix #140763 Pull Request: https://projects.blender.org/blender/blender/pulls/147247
143 lines
6.0 KiB
C++
143 lines
6.0 KiB
C++
/* SPDX-FileCopyrightText: 2011-2023 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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#ifdef WITH_HIPRT
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# include "device/hip/device_impl.h"
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# include "device/hip/kernel.h"
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# include "device/hip/queue.h"
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# include "device/hiprt/queue.h"
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# ifdef WITH_HIP_DYNLOAD
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# include <hiprtew.h>
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# else
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# include <hiprt/hiprt_types.h>
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# endif
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CCL_NAMESPACE_BEGIN
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class Mesh;
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class Hair;
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class PointCloud;
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class Geometry;
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class Object;
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class BVHHIPRT;
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class HIPRTDevice : public HIPDevice {
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public:
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BVHLayoutMask get_bvh_layout_mask(const uint kernel_features) const override;
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HIPRTDevice(const DeviceInfo &info, Stats &stats, Profiler &profiler, bool headless);
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~HIPRTDevice() override;
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unique_ptr<DeviceQueue> gpu_queue_create() override;
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string compile_kernel_get_common_cflags(const uint kernel_features) override;
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string compile_kernel(const uint kernel_features,
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const char *name,
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const char *base = "hiprt") override;
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bool load_kernels(const uint kernel_features) override;
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void const_copy_to(const char *name, void *host, const size_t size) override;
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void build_bvh(BVH *bvh, Progress &progress, bool refit) override;
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void release_bvh(BVH *bvh) override;
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hiprtContext get_hiprt_context()
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{
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return hiprt_context;
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}
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hiprtGlobalStackBuffer global_stack_buffer;
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protected:
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enum Filter_Function { Closest = 0, Shadows, Local, Volume, Max_Intersect_Filter_Function };
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enum Primitive_Type { Triangle = 0, Curve, Motion_Triangle, Point, Max_Primitive_Type };
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hiprtGeometryBuildInput prepare_triangle_blas(BVHHIPRT *bvh, Mesh *mesh);
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hiprtGeometryBuildInput prepare_curve_blas(BVHHIPRT *bvh, Hair *hair);
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hiprtGeometryBuildInput prepare_point_blas(BVHHIPRT *bvh, PointCloud *pointcloud);
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void build_blas(BVHHIPRT *bvh, Geometry *geom, hiprtBuildOptions options);
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hiprtScene build_tlas(BVHHIPRT *bvh,
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const vector<Object *> &objects,
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hiprtBuildOptions options,
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bool refit);
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void free_bvh_memory_delayed();
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hiprtContext hiprt_context;
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hiprtScene scene;
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hiprtFuncTable functions_table;
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thread_mutex hiprt_mutex;
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size_t scratch_buffer_size;
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device_vector<char> scratch_buffer;
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/* This vector tracks the hiprt_geom members of BVHRT so that device memory
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* can be managed/released in HIPRTDevice.
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* Even if synchronization occurs before memory release, a GPU job may still
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* launch between synchronization and release, potentially causing the GPU
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* to access unmapped memory. */
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vector<hiprtGeometry> stale_bvh;
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/* Is this scene using motion blur? Note there might exist motion data even if
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* motion blur is disabled, for render passes. */
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bool use_motion_blur = false;
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/* The following vectors are to transfer scene information available on the host to the GPU
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* visibility, instance_transform_matrix, transform_headers, and hiprt_blas_ptr are passed to
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* hiprt to build bvh the rest are directly used in traversal functions/intersection kernels and
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* are defined on the GPU side as members of KernelParamsHIPRT struct the host memory is copied
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* to GPU through const_copy_to() function. */
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/* Originally, visibility was only passed to HIP RT but after a bug report it was noted it was
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* required for custom primitives (i.e., motion triangles). This buffer, however, has visibility
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* per object not per primitive so the same buffer as the one that is passed to HIP RT can be
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* used. */
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device_vector<uint32_t> prim_visibility;
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/* instance_transform_matrix passes transform matrix of instances converted from Cycles Transform
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* format to instanceFrames member of hiprtSceneBuildInput. */
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device_vector<hiprtFrameMatrix> instance_transform_matrix;
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/* Movement over a time interval for motion blur is captured through multiple transform matrices.
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* In this case transform matrix of an instance cannot be directly retrieved by looking up
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* instance_transform_matrix give the instance id. transform_headers maps the instance id to the
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* appropriate index to retrieve instance transform matrix (frameIndex member of
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* hiprtTransformHeader). transform_headers also has the information on how many transform
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* matrices are associated with an instance (frameCount member of hiprtTransformHeader)
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* transform_headers is passed to hiprt through instanceTransformHeaders member of
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* hiprtSceneBuildInput. */
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device_vector<hiprtTransformHeader> transform_headers;
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/* Instance/object ids are not explicitly passed to hiprt.
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* HIP RT assigns the ids based on the order blas pointers are passed to it (through
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* instanceGeometries member of hiprtSceneBuildInput). If blas is absent for a particular
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* geometry (e.g. a plane), HIP RT removes that entry and in scenes with objects with no blas,
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* the instance id that hiprt returns for a hit point will not necessarily match the instance id
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* of the application. user_instance_id provides a map for retrieving original instance id from
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* what HIP RT returns as instance id. hiprt_blas_ptr is the list of all the valid blas pointers.
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* blas_ptr has all the valid pointers and null pointers and blas for any geometry can be
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* directly retrieved from this array (used in subsurface scattering). */
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device_vector<int> user_instance_id;
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device_vector<hiprtInstance> hiprt_blas_ptr;
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device_vector<uint64_t> blas_ptr;
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/* custom_prim_info stores custom information for custom primitives for all the primitives in a
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* scene. Primitive id that HIP RT returns is local to the geometry that was hit.
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* custom_prim_info_offset returns the offset required to add to the primitive id to retrieve
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* primitive info from custom_prim_info. */
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device_vector<int2> custom_prim_info;
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device_vector<int2> custom_prim_info_offset;
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/* prims_time stores primitive time for geometries with motion blur.
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* prim_time_offset returns the offset to add to primitive id to retrieve primitive time. */
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device_vector<float2> prims_time;
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device_vector<int> prim_time_offset;
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};
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CCL_NAMESPACE_END
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#endif
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