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7842347ec8
This patch fixes hanging unit tests when MetalRT is enabled. It simplifies and fixes the kernel selection logic by baking the MetalRT-specific options into `kernels_md5` rather than expanding out and testing MetalRT bit flags explicitly. Pull Request #105270
755 lines
20 KiB
C++
755 lines
20 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include <limits.h>
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#include <string.h>
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#include "device/cpu/device.h"
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#include "device/device.h"
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#include "integrator/pass_accessor_cpu.h"
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#include "integrator/path_trace.h"
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#include "scene/background.h"
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#include "scene/bake.h"
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#include "scene/camera.h"
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#include "scene/integrator.h"
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#include "scene/light.h"
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#include "scene/mesh.h"
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#include "scene/object.h"
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#include "scene/scene.h"
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#include "scene/shader_graph.h"
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#include "session/buffers.h"
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#include "session/display_driver.h"
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#include "session/output_driver.h"
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#include "session/session.h"
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#include "util/foreach.h"
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#include "util/function.h"
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#include "util/log.h"
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#include "util/math.h"
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#include "util/task.h"
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#include "util/time.h"
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CCL_NAMESPACE_BEGIN
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Session::Session(const SessionParams ¶ms_, const SceneParams &scene_params)
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: params(params_), render_scheduler_(tile_manager_, params)
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{
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TaskScheduler::init(params.threads);
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delayed_reset_.do_reset = false;
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pause_ = false;
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new_work_added_ = false;
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device = Device::create(params.device, stats, profiler);
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if (device->have_error()) {
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progress.set_error(device->error_message());
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}
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scene = new Scene(scene_params, device);
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/* Configure path tracer. */
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path_trace_ = make_unique<PathTrace>(
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device, scene->film, &scene->dscene, render_scheduler_, tile_manager_);
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path_trace_->set_progress(&progress);
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path_trace_->progress_update_cb = [&]() { update_status_time(); };
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tile_manager_.full_buffer_written_cb = [&](string_view filename) {
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if (!full_buffer_written_cb) {
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return;
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}
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full_buffer_written_cb(filename);
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};
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/* Create session thread. */
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session_thread_ = new thread(function_bind(&Session::thread_run, this));
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}
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Session::~Session()
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{
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/* Cancel any ongoing render operation. */
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cancel();
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/* Signal session thread to end. */
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{
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thread_scoped_lock session_thread_lock(session_thread_mutex_);
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session_thread_state_ = SESSION_THREAD_END;
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}
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session_thread_cond_.notify_all();
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/* Destroy session thread. */
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session_thread_->join();
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delete session_thread_;
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/* Destroy path tracer, before the device. This is needed because destruction might need to
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* access device for device memory free.
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* TODO(sergey): Convert device to be unique_ptr, and rely on C++ to destruct objects in the
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* pre-defined order. */
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path_trace_.reset();
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/* Destroy scene and device. */
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delete scene;
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delete device;
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/* Stop task scheduler. */
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TaskScheduler::exit();
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}
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void Session::start()
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{
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{
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/* Signal session thread to start rendering. */
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thread_scoped_lock session_thread_lock(session_thread_mutex_);
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if (session_thread_state_ == SESSION_THREAD_RENDER) {
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/* Already rendering, nothing to do. */
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return;
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}
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session_thread_state_ = SESSION_THREAD_RENDER;
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}
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session_thread_cond_.notify_all();
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}
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void Session::cancel(bool quick)
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{
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/* Cancel any long running device operations (e.g. shader compilations). */
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device->cancel();
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/* Check if session thread is rendering. */
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const bool rendering = is_session_thread_rendering();
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if (rendering) {
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/* Cancel path trace operations. */
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if (quick && path_trace_) {
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path_trace_->cancel();
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}
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/* Cancel other operations. */
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progress.set_cancel("Exiting");
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/* Signal unpause in case the render was paused. */
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{
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thread_scoped_lock pause_lock(pause_mutex_);
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pause_ = false;
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}
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pause_cond_.notify_all();
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/* Wait for render thread to be cancelled or finished. */
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wait();
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}
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}
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bool Session::ready_to_reset()
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{
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return path_trace_->ready_to_reset();
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}
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void Session::run_main_render_loop()
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{
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path_trace_->clear_display();
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while (true) {
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RenderWork render_work = run_update_for_next_iteration();
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if (!render_work) {
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if (VLOG_INFO_IS_ON) {
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double total_time, render_time;
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progress.get_time(total_time, render_time);
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VLOG_INFO << "Rendering in main loop is done in " << render_time << " seconds.";
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VLOG_INFO << path_trace_->full_report();
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}
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if (params.background) {
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/* if no work left and in background mode, we can stop immediately. */
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progress.set_status("Finished");
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break;
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}
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}
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const bool did_cancel = progress.get_cancel();
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if (did_cancel) {
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render_scheduler_.render_work_reschedule_on_cancel(render_work);
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if (!render_work) {
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break;
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}
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}
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else if (run_wait_for_work(render_work)) {
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continue;
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}
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/* Stop rendering if error happened during scene update or other step of preparing scene
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* for render. */
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if (device->have_error()) {
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progress.set_error(device->error_message());
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break;
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}
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{
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/* buffers mutex is locked entirely while rendering each
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* sample, and released/reacquired on each iteration to allow
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* reset and draw in between */
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thread_scoped_lock buffers_lock(buffers_mutex_);
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/* update status and timing */
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update_status_time();
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/* render */
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path_trace_->render(render_work);
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/* update status and timing */
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update_status_time();
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/* Stop rendering if error happened during path tracing. */
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if (device->have_error()) {
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progress.set_error(device->error_message());
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break;
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}
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}
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progress.set_update();
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if (did_cancel) {
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break;
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}
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}
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}
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void Session::thread_run()
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{
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while (true) {
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{
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thread_scoped_lock session_thread_lock(session_thread_mutex_);
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if (session_thread_state_ == SESSION_THREAD_WAIT) {
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/* Continue waiting for any signal from the main thread. */
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session_thread_cond_.wait(session_thread_lock);
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continue;
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}
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else if (session_thread_state_ == SESSION_THREAD_END) {
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/* End thread immediately. */
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break;
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}
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}
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/* Execute a render. */
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thread_render();
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/* Go back from rendering to waiting. */
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{
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thread_scoped_lock session_thread_lock(session_thread_mutex_);
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if (session_thread_state_ == SESSION_THREAD_RENDER) {
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session_thread_state_ = SESSION_THREAD_WAIT;
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}
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}
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session_thread_cond_.notify_all();
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}
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/* Flush any remaining operations and destroy display driver here. This ensure
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* graphics API resources are created and destroyed all in the session thread,
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* which can avoid problems contexts and multiple threads. */
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path_trace_->flush_display();
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path_trace_->set_display_driver(nullptr);
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}
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void Session::thread_render()
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{
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if (params.use_profiling && (params.device.type == DEVICE_CPU)) {
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profiler.start();
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}
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/* session thread loop */
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progress.set_status("Waiting for render to start");
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/* run */
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if (!progress.get_cancel()) {
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/* reset number of rendered samples */
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progress.reset_sample();
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run_main_render_loop();
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}
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profiler.stop();
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/* progress update */
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if (progress.get_cancel())
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progress.set_status(progress.get_cancel_message());
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else
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progress.set_update();
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}
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bool Session::is_session_thread_rendering()
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{
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thread_scoped_lock session_thread_lock(session_thread_mutex_);
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return (session_thread_state_ == SESSION_THREAD_RENDER);
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}
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RenderWork Session::run_update_for_next_iteration()
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{
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RenderWork render_work;
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thread_scoped_lock scene_lock(scene->mutex);
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bool have_tiles = true;
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bool switched_to_new_tile = false;
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bool did_reset = false;
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/* Perform delayed reset if requested. */
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{
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thread_scoped_lock reset_lock(delayed_reset_.mutex);
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if (delayed_reset_.do_reset) {
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did_reset = true;
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thread_scoped_lock buffers_lock(buffers_mutex_);
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do_delayed_reset();
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/* After reset make sure the tile manager is at the first big tile. */
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have_tiles = tile_manager_.next();
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switched_to_new_tile = true;
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}
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}
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/* Update number of samples in the integrator.
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* Ideally this would need to happen once in `Session::set_samples()`, but the issue there is
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* the initial configuration when Session is created where the `set_samples()` is not used.
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*
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* NOTE: Unless reset was requested only allow increasing number of samples. */
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if (did_reset || scene->integrator->get_aa_samples() < params.samples) {
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scene->integrator->set_aa_samples(params.samples);
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}
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/* Update denoiser settings. */
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{
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const DenoiseParams denoise_params = scene->integrator->get_denoise_params();
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path_trace_->set_denoiser_params(denoise_params);
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}
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/* Update adaptive sampling. */
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{
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const AdaptiveSampling adaptive_sampling = scene->integrator->get_adaptive_sampling();
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path_trace_->set_adaptive_sampling(adaptive_sampling);
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}
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/* Update path guiding. */
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{
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const GuidingParams guiding_params = scene->integrator->get_guiding_params(device);
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const bool guiding_reset = (guiding_params.use) ? scene->need_reset(false) : false;
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path_trace_->set_guiding_params(guiding_params, guiding_reset);
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}
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render_scheduler_.set_num_samples(params.samples);
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render_scheduler_.set_start_sample(params.sample_offset);
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render_scheduler_.set_time_limit(params.time_limit);
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while (have_tiles) {
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render_work = render_scheduler_.get_render_work();
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if (render_work) {
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break;
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}
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progress.add_finished_tile(false);
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have_tiles = tile_manager_.next();
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if (have_tiles) {
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render_scheduler_.reset_for_next_tile();
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switched_to_new_tile = true;
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}
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}
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if (render_work) {
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scoped_timer update_timer;
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if (switched_to_new_tile) {
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BufferParams tile_params = buffer_params_;
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const Tile &tile = tile_manager_.get_current_tile();
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tile_params.width = tile.width;
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tile_params.height = tile.height;
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tile_params.window_x = tile.window_x;
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tile_params.window_y = tile.window_y;
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tile_params.window_width = tile.window_width;
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tile_params.window_height = tile.window_height;
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tile_params.full_x = tile.x + buffer_params_.full_x;
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tile_params.full_y = tile.y + buffer_params_.full_y;
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tile_params.full_width = buffer_params_.full_width;
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tile_params.full_height = buffer_params_.full_height;
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tile_params.update_offset_stride();
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path_trace_->reset(buffer_params_, tile_params, did_reset);
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}
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const int resolution = render_work.resolution_divider;
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const int width = max(1, buffer_params_.full_width / resolution);
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const int height = max(1, buffer_params_.full_height / resolution);
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{
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/* Load render kernels, before device update where we upload data to the GPU.
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* Do it outside of the scene mutex since the heavy part of the loading (i.e. kernel
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* compilation) does not depend on the scene and some other functionality (like display
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* driver) might be waiting on the scene mutex to synchronize display pass.
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*
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* The scene will lock itself for the short period if it needs to update kernel features. */
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scene_lock.unlock();
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scene->load_kernels(progress);
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scene_lock.lock();
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}
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if (update_scene(width, height)) {
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profiler.reset(scene->shaders.size(), scene->objects.size());
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}
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/* Unlock scene mutex before loading denoiser kernels, since that may attempt to activate
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* graphics interop, which can deadlock when the scene mutex is still being held. */
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scene_lock.unlock();
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path_trace_->load_kernels();
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path_trace_->alloc_work_memory();
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/* Wait for device to be ready (e.g. finish any background compilations). */
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string device_status;
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while (!device->is_ready(device_status)) {
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progress.set_status(device_status);
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if (progress.get_cancel()) {
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break;
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}
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std::this_thread::sleep_for(std::chrono::milliseconds(200));
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}
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progress.add_skip_time(update_timer, params.background);
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}
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return render_work;
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}
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bool Session::run_wait_for_work(const RenderWork &render_work)
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{
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/* In an offline rendering there is no pause, and no tiles will mean the job is fully done. */
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if (params.background) {
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return false;
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}
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thread_scoped_lock pause_lock(pause_mutex_);
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if (!pause_ && render_work) {
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/* Rendering is not paused and there is work to be done. No need to wait for anything. */
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return false;
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}
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const bool no_work = !render_work;
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update_status_time(pause_, no_work);
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/* Only leave the loop when rendering is not paused. But even if the current render is
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* un-paused but there is nothing to render keep waiting until new work is added. */
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while (!progress.get_cancel()) {
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scoped_timer pause_timer;
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if (!pause_ && (render_work || new_work_added_ || delayed_reset_.do_reset)) {
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break;
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}
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/* Wait for either pause state changed, or extra samples added to render. */
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pause_cond_.wait(pause_lock);
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if (pause_) {
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progress.add_skip_time(pause_timer, params.background);
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}
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update_status_time(pause_, no_work);
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progress.set_update();
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}
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new_work_added_ = false;
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return no_work;
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}
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void Session::draw()
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{
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path_trace_->draw();
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}
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int2 Session::get_effective_tile_size() const
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{
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const int image_width = buffer_params_.width;
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const int image_height = buffer_params_.height;
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if (!params.use_auto_tile) {
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return make_int2(image_width, image_height);
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}
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const int64_t image_area = static_cast<int64_t>(image_width) * image_height;
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/* TODO(sergey): Take available memory into account, and if there is enough memory do not
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* tile and prefer optimal performance. */
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const int tile_size = tile_manager_.compute_render_tile_size(params.tile_size);
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const int64_t actual_tile_area = static_cast<int64_t>(tile_size) * tile_size;
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if (actual_tile_area >= image_area && image_width <= TileManager::MAX_TILE_SIZE &&
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image_height <= TileManager::MAX_TILE_SIZE) {
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return make_int2(image_width, image_height);
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}
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return make_int2(tile_size, tile_size);
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}
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void Session::do_delayed_reset()
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{
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if (!delayed_reset_.do_reset) {
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return;
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}
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delayed_reset_.do_reset = false;
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params = delayed_reset_.session_params;
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buffer_params_ = delayed_reset_.buffer_params;
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/* Store parameters used for buffers access outside of scene graph. */
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buffer_params_.samples = params.samples;
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buffer_params_.exposure = scene->film->get_exposure();
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buffer_params_.use_approximate_shadow_catcher =
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scene->film->get_use_approximate_shadow_catcher();
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buffer_params_.use_transparent_background = scene->background->get_transparent();
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/* Tile and work scheduling. */
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tile_manager_.reset_scheduling(buffer_params_, get_effective_tile_size());
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render_scheduler_.reset(buffer_params_, params.samples, params.sample_offset);
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/* Passes. */
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/* When multiple tiles are used SAMPLE_COUNT pass is used to keep track of possible partial
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* tile results. It is safe to use generic update function here which checks for changes since
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* changes in tile settings re-creates session, which ensures film is fully updated on tile
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* changes. */
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scene->film->update_passes(scene, tile_manager_.has_multiple_tiles());
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/* Update for new state of scene and passes. */
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buffer_params_.update_passes(scene->passes);
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tile_manager_.update(buffer_params_, scene);
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/* Update temp directory on reset.
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* This potentially allows to finish the existing rendering with a previously configure
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* temporary
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* directory in the host software and switch to a new temp directory when new render starts. */
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tile_manager_.set_temp_dir(params.temp_dir);
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/* Progress. */
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progress.reset_sample();
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progress.set_total_pixel_samples(static_cast<uint64_t>(buffer_params_.width) *
|
|
buffer_params_.height * params.samples);
|
|
|
|
if (!params.background) {
|
|
progress.set_start_time();
|
|
}
|
|
const double time_limit = params.time_limit * ((double)tile_manager_.get_num_tiles());
|
|
progress.set_render_start_time();
|
|
progress.set_time_limit(time_limit);
|
|
}
|
|
|
|
void Session::reset(const SessionParams &session_params, const BufferParams &buffer_params)
|
|
{
|
|
{
|
|
thread_scoped_lock reset_lock(delayed_reset_.mutex);
|
|
thread_scoped_lock pause_lock(pause_mutex_);
|
|
|
|
delayed_reset_.do_reset = true;
|
|
delayed_reset_.session_params = session_params;
|
|
delayed_reset_.buffer_params = buffer_params;
|
|
|
|
path_trace_->cancel();
|
|
}
|
|
|
|
pause_cond_.notify_all();
|
|
}
|
|
|
|
void Session::set_samples(int samples)
|
|
{
|
|
if (samples == params.samples) {
|
|
return;
|
|
}
|
|
|
|
params.samples = samples;
|
|
|
|
{
|
|
thread_scoped_lock pause_lock(pause_mutex_);
|
|
new_work_added_ = true;
|
|
}
|
|
|
|
pause_cond_.notify_all();
|
|
}
|
|
|
|
void Session::set_time_limit(double time_limit)
|
|
{
|
|
if (time_limit == params.time_limit) {
|
|
return;
|
|
}
|
|
|
|
params.time_limit = time_limit;
|
|
|
|
{
|
|
thread_scoped_lock pause_lock(pause_mutex_);
|
|
new_work_added_ = true;
|
|
}
|
|
|
|
pause_cond_.notify_all();
|
|
}
|
|
|
|
void Session::set_pause(bool pause)
|
|
{
|
|
bool notify = false;
|
|
|
|
{
|
|
thread_scoped_lock pause_lock(pause_mutex_);
|
|
|
|
if (pause != pause_) {
|
|
pause_ = pause;
|
|
notify = true;
|
|
}
|
|
}
|
|
|
|
if (is_session_thread_rendering()) {
|
|
if (notify) {
|
|
pause_cond_.notify_all();
|
|
}
|
|
}
|
|
else if (pause_) {
|
|
update_status_time(pause_);
|
|
}
|
|
}
|
|
|
|
void Session::set_output_driver(unique_ptr<OutputDriver> driver)
|
|
{
|
|
path_trace_->set_output_driver(move(driver));
|
|
}
|
|
|
|
void Session::set_display_driver(unique_ptr<DisplayDriver> driver)
|
|
{
|
|
path_trace_->set_display_driver(move(driver));
|
|
}
|
|
|
|
double Session::get_estimated_remaining_time() const
|
|
{
|
|
const double completed = progress.get_progress();
|
|
if (completed == 0.0) {
|
|
return 0.0;
|
|
}
|
|
|
|
double total_time, render_time;
|
|
progress.get_time(total_time, render_time);
|
|
double remaining = (1.0 - (double)completed) * (render_time / (double)completed);
|
|
|
|
const double time_limit = render_scheduler_.get_time_limit() *
|
|
((double)tile_manager_.get_num_tiles());
|
|
if (time_limit != 0.0) {
|
|
remaining = min(remaining, max(time_limit - render_time, 0.0));
|
|
}
|
|
|
|
return remaining;
|
|
}
|
|
|
|
void Session::wait()
|
|
{
|
|
/* Wait until session thread either is waiting or ending. */
|
|
while (true) {
|
|
thread_scoped_lock session_thread_lock(session_thread_mutex_);
|
|
if (session_thread_state_ != SESSION_THREAD_RENDER) {
|
|
break;
|
|
}
|
|
session_thread_cond_.wait(session_thread_lock);
|
|
}
|
|
}
|
|
|
|
bool Session::update_scene(int width, int height)
|
|
{
|
|
/* Update camera if dimensions changed for progressive render. the camera
|
|
* knows nothing about progressive or cropped rendering, it just gets the
|
|
* image dimensions passed in. */
|
|
Camera *cam = scene->camera;
|
|
cam->set_screen_size(width, height);
|
|
|
|
return scene->update(progress);
|
|
}
|
|
|
|
static string status_append(const string &status, const string &suffix)
|
|
{
|
|
string prefix = status;
|
|
if (!prefix.empty()) {
|
|
prefix += ", ";
|
|
}
|
|
return prefix + suffix;
|
|
}
|
|
|
|
void Session::update_status_time(bool show_pause, bool show_done)
|
|
{
|
|
string status, substatus;
|
|
|
|
const int current_tile = progress.get_rendered_tiles();
|
|
const int num_tiles = tile_manager_.get_num_tiles();
|
|
|
|
const int current_sample = progress.get_current_sample();
|
|
const int num_samples = render_scheduler_.get_num_samples();
|
|
|
|
/* TIle. */
|
|
if (tile_manager_.has_multiple_tiles()) {
|
|
substatus = status_append(substatus,
|
|
string_printf("Rendered %d/%d Tiles", current_tile, num_tiles));
|
|
}
|
|
|
|
/* Sample. */
|
|
if (!params.background && num_samples == Integrator::MAX_SAMPLES) {
|
|
substatus = status_append(substatus, string_printf("Sample %d", current_sample));
|
|
}
|
|
else {
|
|
substatus = status_append(substatus,
|
|
string_printf("Sample %d/%d", current_sample, num_samples));
|
|
}
|
|
|
|
/* Append any device-specific status (such as background kernel optimization) */
|
|
string device_status;
|
|
if (device->is_ready(device_status) && !device_status.empty()) {
|
|
substatus += string_printf(" (%s)", device_status.c_str());
|
|
}
|
|
|
|
/* TODO(sergey): Denoising status from the path trace. */
|
|
|
|
if (show_pause) {
|
|
status = "Rendering Paused";
|
|
}
|
|
else if (show_done) {
|
|
status = "Rendering Done";
|
|
progress.set_end_time(); /* Save end time so that further calls to get_time are accurate. */
|
|
}
|
|
else {
|
|
status = substatus;
|
|
substatus.clear();
|
|
}
|
|
|
|
progress.set_status(status, substatus);
|
|
}
|
|
|
|
void Session::device_free()
|
|
{
|
|
scene->device_free();
|
|
path_trace_->device_free();
|
|
}
|
|
|
|
void Session::collect_statistics(RenderStats *render_stats)
|
|
{
|
|
scene->collect_statistics(render_stats);
|
|
if (params.use_profiling && (params.device.type == DEVICE_CPU)) {
|
|
render_stats->collect_profiling(scene, profiler);
|
|
}
|
|
}
|
|
|
|
/* --------------------------------------------------------------------
|
|
* Full-frame on-disk storage.
|
|
*/
|
|
|
|
void Session::process_full_buffer_from_disk(string_view filename)
|
|
{
|
|
path_trace_->process_full_buffer_from_disk(filename);
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|