Revision: 51588 http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=51588 Author: nazgul Date: 2012-10-24 14:43:29 +0000 (Wed, 24 Oct 2012) Log Message: ----------- Fix #32951: Progressive refine crashing Blender when used with multiple cuda devices
This time issue was caused by Save Buffers enabled and the reason blender crashed was tiles generated by cycles didn't match tiles generated by openexr. Currently solved it in a way that background rendering will allocate tiles in the same way render parts are generated in blender. Viewport rendering will still be using sliced image, but it's more tricky to change and it's no so big deal for now. Modified Paths: -------------- trunk/blender/intern/cycles/render/session.cpp trunk/blender/intern/cycles/render/tile.cpp trunk/blender/intern/cycles/render/tile.h Modified: trunk/blender/intern/cycles/render/session.cpp =================================================================== --- trunk/blender/intern/cycles/render/session.cpp 2012-10-24 14:25:32 UTC (rev 51587) +++ trunk/blender/intern/cycles/render/session.cpp 2012-10-24 14:43:29 UTC (rev 51588) @@ -41,7 +41,7 @@ Session::Session(const SessionParams& params_) : params(params_), tile_manager(params.progressive, params.samples, params.tile_size, params.start_resolution, - params.background == false || params.progressive_refine, + params.background == false || params.progressive_refine, params.background, max(params.device.multi_devices.size(), 1)) { device_use_gl = ((params.device.type != DEVICE_CPU) && !params.background); Modified: trunk/blender/intern/cycles/render/tile.cpp =================================================================== --- trunk/blender/intern/cycles/render/tile.cpp 2012-10-24 14:25:32 UTC (rev 51587) +++ trunk/blender/intern/cycles/render/tile.cpp 2012-10-24 14:43:29 UTC (rev 51588) @@ -24,13 +24,14 @@ CCL_NAMESPACE_BEGIN TileManager::TileManager(bool progressive_, int num_samples_, int2 tile_size_, int start_resolution_, - int preserve_tile_device_, int num_devices_) + bool preserve_tile_device_, bool background_, int num_devices_) { progressive = progressive_; tile_size = tile_size_; start_resolution = start_resolution_; num_devices = num_devices_; preserve_tile_device = preserve_tile_device_; + background = background_; BufferParams buffer_params; reset(buffer_params, 0); @@ -72,18 +73,57 @@ num_samples = num_samples_; } -void TileManager::set_tiles() +/* splits image into tiles and assigns equal amount of tiles to every render device */ +void TileManager::gen_tiles_global() { int resolution = state.resolution_divider; int image_w = max(1, params.width/resolution); int image_h = max(1, params.height/resolution); + + state.tiles.clear(); + + int tile_w = (tile_size.x >= image_w)? 1: (image_w + tile_size.x - 1)/tile_size.x; + int tile_h = (tile_size.y >= image_h)? 1: (image_h + tile_size.y - 1)/tile_size.y; + int sub_w = (image_w + tile_w - 1)/tile_w; + int sub_h = (image_h + tile_h - 1)/tile_h; + + int num_logical_devices = preserve_tile_device? num_devices: 1; + int num = min(image_h, num_logical_devices); int tile_index = 0; + int tiles_per_device = (tile_w * tile_h + num - 1) / num; + int cur_device = 0, cur_tiles = 0; + + for(int tile_y = 0; tile_y < tile_h; tile_y++) { + for(int tile_x = 0; tile_x < tile_w; tile_x++, tile_index++) { + int x = tile_x * sub_w; + int y = tile_y * sub_h; + int w = (tile_x == tile_w-1)? image_w - x: sub_w; + int h = (tile_y == tile_h-1)? image_h - y: sub_h; + + state.tiles.push_back(Tile(tile_index, x, y, w, h, cur_device)); + cur_tiles++; + + if(cur_tiles == tiles_per_device) { + cur_tiles = 0; + cur_device++; + } + } + } +} + +/* slices image into as much pieces as how many devices are rendering this image */ +void TileManager::gen_tiles_sliced() +{ + int resolution = state.resolution_divider; + int image_w = max(1, params.width/resolution); + int image_h = max(1, params.height/resolution); + state.tiles.clear(); int num_logical_devices = preserve_tile_device? num_devices: 1; - int num = min(image_h, num_logical_devices); + int tile_index = 0; for(int device = 0; device < num; device++) { int device_y = (image_h/num)*device; @@ -105,7 +145,19 @@ } } } +} +void TileManager::set_tiles() +{ + int resolution = state.resolution_divider; + int image_w = max(1, params.width/resolution); + int image_h = max(1, params.height/resolution); + + if(background) + gen_tiles_global(); + else + gen_tiles_sliced(); + state.num_tiles = state.tiles.size(); state.buffer.width = image_w; @@ -126,16 +178,10 @@ int image_h = max(1, params.height/resolution); int logical_device = preserve_tile_device? device: 0; - int num_logical_devices = preserve_tile_device? num_devices: 1; - int num = min(image_h, num_logical_devices); + int64_t centx = image_w / 2, centy = image_h / 2, tot = 1; + int64_t mindist = (int64_t) image_w * (int64_t) image_h; - int device_y = (image_h / num) * logical_device; - int device_h = (logical_device == num - 1) ? image_h - device * (image_h / num) : image_h / num; - - int64_t centx = image_w / 2, centy = device_y + device_h / 2, tot = 1; - int64_t mindist = (int64_t) image_w * (int64_t) device_h; - /* find center of rendering tiles, image center counts for 1 too */ for(iter = state.tiles.begin(); iter != state.tiles.end(); iter++) { if(iter->rendering) { Modified: trunk/blender/intern/cycles/render/tile.h =================================================================== --- trunk/blender/intern/cycles/render/tile.h 2012-10-24 14:25:32 UTC (rev 51587) +++ trunk/blender/intern/cycles/render/tile.h 2012-10-24 14:43:29 UTC (rev 51588) @@ -59,7 +59,7 @@ } state; TileManager(bool progressive, int num_samples, int2 tile_size, int start_resolution, - int preserve_tile_device, int num_devices = 1); + bool preserve_tile_device, bool background, int num_devices = 1); ~TileManager(); void reset(BufferParams& params, int num_samples); @@ -86,6 +86,22 @@ */ bool preserve_tile_device; + /* for background render tiles should exactly match render parts generated from + * blender side, which means image first gets split into tiles and then tiles are + * assigning to render devices + * + * however viewport rendering expects tiles to be allocated in a special way, + * meaning image is being sliced horizontally first and every device handles + * it's own slice + */ + bool background; + + /* splits image into tiles and assigns equal amount of tiles to every render device */ + void gen_tiles_global(); + + /* slices image into as much pieces as how many devices are rendering this image */ + void gen_tiles_sliced(); + list<Tile>::iterator next_center_tile(int device = 0); }; _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs