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goo-engine/source/blender/render/intern/compositor.cc
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Omar Emara 0dca908191 Compositor: Add GPU per-node execution time report
This patch adds support for timing GPU compositor executions. This was
previously not possible since there was no mechanism to measure GPU
calls, which is still the case. However, since 2cf8b5c4e1, we now flush
GPU calls immediately for interactive editing, so we can now measure the
GPU evaluation on the host, which is not a very accurate method, but it
is better than having no timing information. Therefore, timing is only
implemented for interactive editing.

This is different from the CPU implementation in that it measures the
total evaluation time, including any preprocessing of the inputs like
implicit type conversion as well as things like previews.

The profiling implementation was moved to the realtime compositor since
the compositor module is optional.

Pull Request: https://projects.blender.org/blender/blender/pulls/122230
2024-05-28 08:13:46 +02:00

612 lines
19 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include <cstring>
#include <string>
#include "BLI_math_vector_types.hh"
#include "BLI_threads.h"
#include "BLI_vector.hh"
#include "MEM_guardedalloc.h"
#include "DNA_ID.h"
#include "BKE_global.hh"
#include "BKE_image.h"
#include "BKE_node.hh"
#include "BKE_scene.hh"
#include "DRW_engine.hh"
#include "DRW_render.hh"
#include "IMB_imbuf.hh"
#include "DEG_depsgraph_query.hh"
#include "COM_context.hh"
#include "COM_domain.hh"
#include "COM_evaluator.hh"
#include "COM_render_context.hh"
#include "RE_compositor.hh"
#include "RE_pipeline.h"
#include "WM_api.hh"
#include "GPU_context.hh"
#include "render_types.h"
namespace blender::render {
/**
* Render Texture Pool
*
* TODO: should share pool with draw manager. It needs some globals initialization figured out
* there first.
*/
class TexturePool : public realtime_compositor::TexturePool {
private:
/** Textures that are not yet used and are available to be acquired. After evaluation, any
* texture in this map should be freed because it was not acquired in the evaluation and is thus
* unused. Textures removed from this map should be moved to the textures_in_use_ map when
* acquired. */
Map<realtime_compositor::TexturePoolKey, Vector<GPUTexture *>> available_textures_;
/** Textures that were acquired in this compositor evaluation. After evaluation, those textures
* are moved to the available_textures_ map to be acquired in the next evaluation. */
Map<realtime_compositor::TexturePoolKey, Vector<GPUTexture *>> textures_in_use_;
public:
virtual ~TexturePool()
{
for (Vector<GPUTexture *> &available_textures : available_textures_.values()) {
for (GPUTexture *texture : available_textures) {
GPU_texture_free(texture);
}
}
for (Vector<GPUTexture *> &textures_in_use : textures_in_use_.values()) {
for (GPUTexture *texture : textures_in_use) {
GPU_texture_free(texture);
}
}
}
GPUTexture *allocate_texture(int2 size, eGPUTextureFormat format) override
{
const realtime_compositor::TexturePoolKey key(size, format);
Vector<GPUTexture *> &available_textures = available_textures_.lookup_or_add_default(key);
GPUTexture *texture = nullptr;
if (available_textures.is_empty()) {
texture = GPU_texture_create_2d("compositor_texture_pool",
size.x,
size.y,
1,
format,
GPU_TEXTURE_USAGE_GENERAL,
nullptr);
}
else {
texture = available_textures.pop_last();
}
textures_in_use_.lookup_or_add_default(key).append(texture);
return texture;
}
/** Should be called after compositor evaluation to free unused textures and reset the texture
* pool. */
void free_unused_and_reset()
{
/* Free all textures in the available textures vectors. The fact that they still exist in those
* vectors after evaluation means they were not acquired during the evaluation, and are thus
* consequently no longer used. */
for (Vector<GPUTexture *> &available_textures : available_textures_.values()) {
for (GPUTexture *texture : available_textures) {
GPU_texture_free(texture);
}
}
/* Move all textures in-use to be available textures for the next evaluation. */
available_textures_ = textures_in_use_;
textures_in_use_.clear();
}
};
/**
* Render Context Data
*
* Stored separately from the context so we can update it without losing any cached
* data from the context.
*/
class ContextInputData {
public:
const Scene *scene;
const RenderData *render_data;
const bNodeTree *node_tree;
std::string view_name;
realtime_compositor::RenderContext *render_context;
realtime_compositor::Profiler *profiler;
ContextInputData(const Scene &scene,
const RenderData &render_data,
const bNodeTree &node_tree,
const char *view_name,
realtime_compositor::RenderContext *render_context,
realtime_compositor::Profiler *profiler)
: scene(&scene),
render_data(&render_data),
node_tree(&node_tree),
view_name(view_name),
render_context(render_context),
profiler(profiler)
{
}
};
/* Render Context Data */
class Context : public realtime_compositor::Context {
private:
/* Input data. */
ContextInputData input_data_;
/* Output combined texture. */
GPUTexture *output_texture_ = nullptr;
/* Viewer output texture. */
GPUTexture *viewer_output_texture_ = nullptr;
/* Cached textures that the compositor took ownership of. */
Vector<GPUTexture *> textures_;
public:
Context(const ContextInputData &input_data, TexturePool &texture_pool)
: realtime_compositor::Context(texture_pool), input_data_(input_data)
{
}
virtual ~Context()
{
GPU_TEXTURE_FREE_SAFE(output_texture_);
GPU_TEXTURE_FREE_SAFE(viewer_output_texture_);
for (GPUTexture *texture : textures_) {
GPU_texture_free(texture);
}
}
void update_input_data(const ContextInputData &input_data)
{
input_data_ = input_data;
}
const Scene &get_scene() const override
{
return *input_data_.scene;
}
const bNodeTree &get_node_tree() const override
{
return *input_data_.node_tree;
}
bool use_file_output() const override
{
return this->render_context() != nullptr;
}
bool use_composite_output() const override
{
return true;
}
const RenderData &get_render_data() const override
{
return *(input_data_.render_data);
}
int2 get_render_size() const override
{
int width, height;
BKE_render_resolution(input_data_.render_data, true, &width, &height);
return int2(width, height);
}
rcti get_compositing_region() const override
{
const int2 render_size = get_render_size();
const rcti render_region = rcti{0, render_size.x, 0, render_size.y};
return render_region;
}
GPUTexture *get_output_texture() override
{
/* TODO: just a temporary hack, needs to get stored in RenderResult,
* once that supports GPU buffers. */
if (output_texture_ == nullptr) {
const int2 size = get_render_size();
output_texture_ = GPU_texture_create_2d(
"compositor_output_texture",
size.x,
size.y,
1,
get_precision() == realtime_compositor::ResultPrecision::Half ? GPU_RGBA16F :
GPU_RGBA32F,
GPU_TEXTURE_USAGE_GENERAL,
nullptr);
}
return output_texture_;
}
GPUTexture *get_viewer_output_texture(realtime_compositor::Domain domain,
const bool is_data) override
{
/* Re-create texture if the viewer size changes. */
const int2 size = domain.size;
if (viewer_output_texture_) {
const int current_width = GPU_texture_width(viewer_output_texture_);
const int current_height = GPU_texture_height(viewer_output_texture_);
if (current_width != size.x || current_height != size.y) {
GPU_TEXTURE_FREE_SAFE(viewer_output_texture_);
viewer_output_texture_ = nullptr;
}
}
/* TODO: just a temporary hack, needs to get stored in RenderResult,
* once that supports GPU buffers. */
if (viewer_output_texture_ == nullptr) {
viewer_output_texture_ = GPU_texture_create_2d(
"compositor_viewer_output_texture",
size.x,
size.y,
1,
get_precision() == realtime_compositor::ResultPrecision::Half ? GPU_RGBA16F :
GPU_RGBA32F,
GPU_TEXTURE_USAGE_GENERAL,
nullptr);
}
Image *image = BKE_image_ensure_viewer(G.main, IMA_TYPE_COMPOSITE, "Viewer Node");
const float2 translation = domain.transformation.location();
image->runtime.backdrop_offset[0] = translation.x;
image->runtime.backdrop_offset[1] = translation.y;
if (is_data) {
image->flag &= ~IMA_VIEW_AS_RENDER;
}
else {
image->flag |= IMA_VIEW_AS_RENDER;
}
return viewer_output_texture_;
}
GPUTexture *get_input_texture(const Scene *scene,
int view_layer_id,
const char *pass_name) override
{
Render *re = RE_GetSceneRender(scene);
RenderResult *rr = nullptr;
GPUTexture *input_texture = nullptr;
if (re) {
rr = RE_AcquireResultRead(re);
}
if (rr) {
ViewLayer *view_layer = (ViewLayer *)BLI_findlink(&scene->view_layers, view_layer_id);
if (view_layer) {
RenderLayer *rl = RE_GetRenderLayer(rr, view_layer->name);
if (rl) {
RenderPass *rpass = RE_pass_find_by_name(rl, pass_name, get_view_name().data());
if (rpass && rpass->ibuf && rpass->ibuf->float_buffer.data) {
input_texture = RE_pass_ensure_gpu_texture_cache(re, rpass);
if (input_texture) {
/* Don't assume render keeps texture around, add our own reference. */
GPU_texture_ref(input_texture);
textures_.append(input_texture);
}
}
}
}
}
if (re) {
RE_ReleaseResult(re);
re = nullptr;
}
return input_texture;
}
StringRef get_view_name() override
{
return input_data_.view_name;
}
realtime_compositor::ResultPrecision get_precision() const override
{
switch (input_data_.scene->r.compositor_precision) {
case SCE_COMPOSITOR_PRECISION_AUTO:
/* Auto uses full precision for final renders and half procession otherwise. */
if (this->render_context()) {
return realtime_compositor::ResultPrecision::Full;
}
else {
return realtime_compositor::ResultPrecision::Half;
}
case SCE_COMPOSITOR_PRECISION_FULL:
return realtime_compositor::ResultPrecision::Full;
}
BLI_assert_unreachable();
return realtime_compositor::ResultPrecision::Full;
}
void set_info_message(StringRef /*message*/) const override
{
/* TODO: ignored for now. Currently only used to communicate incomplete node support
* which is already shown on the node itself.
*
* Perhaps this overall info message could be replaced by a boolean indicating
* incomplete support, and leave more specific message to individual nodes? */
}
IDRecalcFlag query_id_recalc_flag(ID *id) const override
{
DrawEngineType *owner = (DrawEngineType *)this;
DrawData *draw_data = DRW_drawdata_ensure(id, owner, sizeof(DrawData), nullptr, nullptr);
IDRecalcFlag recalc_flag = IDRecalcFlag(draw_data->recalc);
draw_data->recalc = IDRecalcFlag(0);
return recalc_flag;
}
void output_to_render_result()
{
if (!output_texture_) {
return;
}
Render *re = RE_GetSceneRender(input_data_.scene);
RenderResult *rr = RE_AcquireResultWrite(re);
if (rr) {
RenderView *rv = RE_RenderViewGetByName(rr, input_data_.view_name.c_str());
GPU_memory_barrier(GPU_BARRIER_TEXTURE_UPDATE);
float *output_buffer = (float *)GPU_texture_read(output_texture_, GPU_DATA_FLOAT, 0);
if (output_buffer) {
ImBuf *ibuf = RE_RenderViewEnsureImBuf(rr, rv);
IMB_assign_float_buffer(ibuf, output_buffer, IB_TAKE_OWNERSHIP);
}
/* TODO: z-buffer output. */
rr->have_combined = true;
}
if (re) {
RE_ReleaseResult(re);
re = nullptr;
}
Image *image = BKE_image_ensure_viewer(G.main, IMA_TYPE_R_RESULT, "Render Result");
BKE_image_partial_update_mark_full_update(image);
BLI_thread_lock(LOCK_DRAW_IMAGE);
BKE_image_signal(G.main, image, nullptr, IMA_SIGNAL_FREE);
BLI_thread_unlock(LOCK_DRAW_IMAGE);
}
void viewer_output_to_viewer_image()
{
if (!viewer_output_texture_) {
return;
}
Image *image = BKE_image_ensure_viewer(G.main, IMA_TYPE_COMPOSITE, "Viewer Node");
ImageUser image_user = {nullptr};
image_user.multi_index = BKE_scene_multiview_view_id_get(input_data_.render_data,
input_data_.view_name.c_str());
if (BKE_scene_multiview_is_render_view_first(input_data_.render_data,
input_data_.view_name.c_str()))
{
BKE_image_ensure_viewer_views(input_data_.render_data, image, &image_user);
}
BLI_thread_lock(LOCK_DRAW_IMAGE);
void *lock;
ImBuf *image_buffer = BKE_image_acquire_ibuf(image, &image_user, &lock);
const int2 size = int2(GPU_texture_width(viewer_output_texture_),
GPU_texture_height(viewer_output_texture_));
if (image_buffer->x != size.x || image_buffer->y != size.y) {
imb_freerectImBuf(image_buffer);
imb_freerectfloatImBuf(image_buffer);
image_buffer->x = size.x;
image_buffer->y = size.y;
imb_addrectfloatImBuf(image_buffer, 4);
image_buffer->userflags |= IB_DISPLAY_BUFFER_INVALID;
}
BKE_image_release_ibuf(image, image_buffer, lock);
BLI_thread_unlock(LOCK_DRAW_IMAGE);
GPU_memory_barrier(GPU_BARRIER_TEXTURE_UPDATE);
float *output_buffer = (float *)GPU_texture_read(viewer_output_texture_, GPU_DATA_FLOAT, 0);
std::memcpy(
image_buffer->float_buffer.data, output_buffer, size.x * size.y * 4 * sizeof(float));
MEM_freeN(output_buffer);
BKE_image_partial_update_mark_full_update(image);
if (input_data_.node_tree->runtime->update_draw) {
input_data_.node_tree->runtime->update_draw(input_data_.node_tree->runtime->udh);
}
}
realtime_compositor::RenderContext *render_context() const override
{
return input_data_.render_context;
}
realtime_compositor::Profiler *profiler() const override
{
return input_data_.profiler;
}
void evaluate_operation_post() const override
{
/* If no render context exist, that means this is an interactive compositor evaluation due to
* the user editing the node tree. In that case, we wait until the operation finishes executing
* on the GPU before we continue to improve interactivity. The improvement comes from the fact
* that the user might be rapidly changing values, so we need to cancel previous evaluations to
* make editing faster, but we can't do that if all operations are submitted to the GPU all at
* once, and we can't cancel work that was already submitted to the GPU. This does have a
* performance penalty, but in practice, the improved interactivity is worth it according to
* user feedback. */
if (!this->render_context()) {
GPU_finish();
}
}
};
/* Render Realtime Compositor */
class RealtimeCompositor {
private:
/* Render instance for GPU context to run compositor in. */
Render &render_;
std::unique_ptr<TexturePool> texture_pool_;
std::unique_ptr<Context> context_;
public:
RealtimeCompositor(Render &render, const ContextInputData &input_data) : render_(render)
{
/* Create resources with GPU context enabled. */
DRW_render_context_enable(&render_);
texture_pool_ = std::make_unique<TexturePool>();
context_ = std::make_unique<Context>(input_data, *texture_pool_);
DRW_render_context_disable(&render_);
}
~RealtimeCompositor()
{
/* Free resources with GPU context enabled. Cleanup may happen from the
* main thread, and we must use the main context there. */
if (BLI_thread_is_main()) {
DRW_gpu_context_enable();
}
else {
DRW_render_context_enable(&render_);
}
context_.reset();
texture_pool_.reset();
if (BLI_thread_is_main()) {
DRW_gpu_context_disable();
}
else {
DRW_render_context_disable(&render_);
}
}
/* Evaluate the compositor and output to the scene render result. */
void execute(const ContextInputData &input_data)
{
void *re_system_gpu_context = RE_system_gpu_context_get(&render_);
if (!re_system_gpu_context) {
/* In some cases like background mode and blocking rendering the system context of the render
* engine might be nullptr, which forces some code paths which more tightly couple it with
* the draw manager. For the compositor we want to have the least amount of coupling with the
* draw manager, so ensure that the render engine has its own system GPU context. */
RE_system_gpu_context_ensure(&render_);
re_system_gpu_context = RE_system_gpu_context_get(&render_);
}
void *re_blender_gpu_context = RE_blender_gpu_context_ensure(&render_);
GPU_render_begin();
WM_system_gpu_context_activate(re_system_gpu_context);
GPU_context_active_set(static_cast<GPUContext *>(re_blender_gpu_context));
context_->update_input_data(input_data);
/* Always recreate the evaluator, as this only runs on compositing node changes and
* there is no reason to cache this. Unlike the viewport where it helps for navigation. */
{
realtime_compositor::Evaluator evaluator(*context_);
evaluator.evaluate();
}
context_->output_to_render_result();
context_->viewer_output_to_viewer_image();
texture_pool_->free_unused_and_reset();
GPU_flush();
GPU_render_end();
GPU_context_active_set(nullptr);
WM_system_gpu_context_release(re_system_gpu_context);
}
};
} // namespace blender::render
void Render::compositor_execute(const Scene &scene,
const RenderData &render_data,
const bNodeTree &node_tree,
const char *view_name,
blender::realtime_compositor::RenderContext *render_context,
blender::realtime_compositor::Profiler *profiler)
{
std::unique_lock lock(gpu_compositor_mutex);
blender::render::ContextInputData input_data(
scene, render_data, node_tree, view_name, render_context, profiler);
if (gpu_compositor == nullptr) {
gpu_compositor = new blender::render::RealtimeCompositor(*this, input_data);
}
gpu_compositor->execute(input_data);
}
void Render::compositor_free()
{
std::unique_lock lock(gpu_compositor_mutex);
if (gpu_compositor != nullptr) {
delete gpu_compositor;
gpu_compositor = nullptr;
}
}
void RE_compositor_execute(Render &render,
const Scene &scene,
const RenderData &render_data,
const bNodeTree &node_tree,
const char *view_name,
blender::realtime_compositor::RenderContext *render_context,
blender::realtime_compositor::Profiler *profiler)
{
render.compositor_execute(scene, render_data, node_tree, view_name, render_context, profiler);
}
void RE_compositor_free(Render &render)
{
render.compositor_free();
}