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/*
* render.c - This file contains the main program and driver for the raytracer.
*
* $Id: render.c,v 1.110 2013/04/21 08:28:14 johns Exp $
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#define TACHYON_INTERNAL 1
#include "tachyon.h"
#include "macros.h"
#include "threads.h"
#include "parallel.h"
#include "imageio.h"
#include "trace.h"
#include "render.h"
#include "shade.h"
#include "ui.h"
#include "grid.h"
#include "camera.h"
#include "intersect.h"
/*
* Determine which shader to use based on the list of capabilities
* needed to render the scene at full quality. Ideally we'll avoid
* using anything more sophisticated than is actually needed to render
* a scene.
*/
static void rt_autoshader(scenedef * scene) {
/*
* If the user has already specified a particular shader
* then we use what they asked for, otherwise we determine
* which shader to use ourselves.
*/
if (scene->shader == NULL) {
/* No logic yet, just use max quality */
scene->shader = (color (*)(void *)) full_shader;
}
}
/*
* All of the threads in the pool wait on a barrier until
* they are told to wake up and do some work. At present,
* the only actions they can take are to render the scene
* or to terminate be returning to the master.
*/
void * thread_worker(void * voidparms) {
thr_parms * parms = (thr_parms *) voidparms;
#if defined(USECPUAFFINITY)
/* Optionally set CPU affinity mask for each thread */
int cpuaffinity = -1;
#if defined(__MIC__)
/* On the MIC platform, we want 4 threads per CPU, with a hard-coded */
/* mapping that puts neighboring workers on neighboring CPUs with the */
/* hope of better L1/L2 cache sharing */
cpuaffinity = parms->tid / 4;
#endif
if (cpuaffinity > 0) {
rt_thread_set_self_cpuaffinity(cpuaffinity);
#if 0
printf("Thread[%d] setting affinity to %d\n", parms->tid, parms->tid / 4);
#endif
}
#endif
while (rt_thread_barrier(parms->runbar, 0)) {
thread_trace(parms);
}
return NULL;
}
/*
* Create the pool of rendering threads, initialize all of the
* state variables they need, and start them waiting on the barrier.
*/
void create_render_threads(scenedef * scene) {
thr_parms * parms;
rt_thread_t * threads;
rt_barrier_t * bar;
#if defined(MPI) && defined(THR)
int row, numrowbars;
rt_atomic_int_t * rowbars;
rt_atomic_int_t * rowsdone;
#endif
int thr;
/* allocate and initialize thread parameter buffers */
threads = (rt_thread_t *) malloc(scene->numthreads * sizeof(rt_thread_t));
parms = (thr_parms *) malloc(scene->numthreads * sizeof(thr_parms));
bar = rt_thread_barrier_init(scene->numthreads);
#if defined(MPI) && defined(THR)
/* initialize row barriers for MPI builds */
numrowbars = scene->vres;
rowbars = (rt_atomic_int_t *) calloc(1, numrowbars * sizeof(rt_atomic_int_t));
rowsdone = (rt_atomic_int_t *) calloc(1, sizeof(rt_atomic_int_t));
for (row=0; row<numrowbars; row++) {
rt_atomic_int_init(&rowbars[row], 0);
}
rt_atomic_int_init(rowsdone, 0);
#endif
for (thr=0; thr<scene->numthreads; thr++) {
parms[thr].tid=thr;
parms[thr].nthr=scene->numthreads;
parms[thr].scene=scene;
/* the sizes of these arrays are padded to avoid cache aliasing */
/* and false sharing between threads. */
parms[thr].local_mbox =
#if !defined(DISABLEMBOX)
(unsigned long *) calloc(sizeof(unsigned long)*scene->objgroup.numobjects + 32, 1);
#else
NULL;
#endif
parms[thr].serialno = 1;
parms[thr].runbar = bar;
/* For a threads-only build (or MPI nodes == 1), we distribute */
/* work round-robin by scanlines. For MPI-only builds, we also */
/* distribute by scanlines. For mixed MPI+threads builds, we */
/* distribute work to nodes by scanline, and to the threads */
/* within a node on a pixel-by-pixel basis. */
if (scene->nodes == 1) {
parms[thr].startx = 1;
parms[thr].stopx = scene->hres;
parms[thr].xinc = 1;
parms[thr].starty = thr + 1;
parms[thr].stopy = scene->vres;
parms[thr].yinc = scene->numthreads;
} else {
parms[thr].startx = thr + 1;
parms[thr].stopx = scene->hres;
parms[thr].xinc = scene->numthreads;
parms[thr].starty = scene->mynode + 1;
parms[thr].stopy = scene->vres;
parms[thr].yinc = scene->nodes;
}
#if defined(MPI) && defined(THR)
parms[thr].numrowbars = numrowbars;
parms[thr].rowbars = rowbars;
parms[thr].rowsdone = rowsdone;
#endif
}
scene->threadparms = (void *) parms;
scene->threads = (void *) threads;
for (thr=1; thr < scene->numthreads; thr++)
rt_thread_create(&threads[thr], thread_worker, (void *) (&parms[thr]));
}
/*
* Shutdown all of the worker threads and free up their resources
*/
void destroy_render_threads(scenedef * scene) {
thr_parms * parms = (thr_parms *) scene->threadparms;
rt_thread_t * threads = (rt_thread_t *) scene->threads;
int thr;
#if defined(MPI) && defined(THR)
int row;
#endif
if (scene->threads != NULL) {
/* wake up sleepers and tell them to exit */
rt_thread_barrier(parms[0].runbar, 0);
/* wait for all sleepers to exit */
for (thr=1; thr<parms[0].nthr; thr++)
rt_thread_join(threads[thr], NULL);
/* destroy the thread barrier */
rt_thread_barrier_destroy(parms[0].runbar);
free(scene->threads);
}
if (scene->threadparms != NULL) {
/* deallocate thread parameter buffers
* NOTE: This has to use the remembered number of threads stored in the
* thread parameter area for thread 0, since the one in the scene
* may have changed on us.
*/
for (thr=0; thr < parms[0].nthr; thr++) {
if (parms[thr].local_mbox != NULL)
free(parms[thr].local_mbox);
}
#if defined(MPI) && defined(THR)
/* destroy and free row barriers for MPI builds */
for (row=0; row<parms[0].numrowbars; row++) {
rt_atomic_int_destroy(&parms[0].rowbars[row]);
}
rt_atomic_int_destroy(parms[0].rowsdone);
free(parms[0].rowbars);
free(parms[0].rowsdone);
#endif
free(scene->threadparms);
}
scene->threads = NULL;
scene->threadparms = NULL;
}
/*
* Check the scene to determine whether or not any parameters that affect
* the thread pool, the persistent message passing primitives, or other
* infrastructure needs to be reconfigured before rendering commences.
*/
static void rendercheck(scenedef * scene) {
flt runtime;
rt_timerhandle stth; /* setup time timer handle */
if (scene->verbosemode && scene->mynode == 0) {
char msgtxt[1024];
int i, totalcpus;
flt totalspeed;
rt_ui_message(MSG_0, "CPU Information:");
totalspeed = 0.0;
totalcpus = 0;
for (i=0; i<scene->nodes; i++) {
sprintf(msgtxt,
" Node %4d: %2d CPUs, CPU Speed %4.2f, Node Speed %6.2f Name: %s",
i, scene->cpuinfo[i].numcpus, scene->cpuinfo[i].cpuspeed,
scene->cpuinfo[i].nodespeed, scene->cpuinfo[i].machname);
rt_ui_message(MSG_0, msgtxt);
totalcpus += scene->cpuinfo[i].numcpus;
totalspeed += scene->cpuinfo[i].nodespeed;
}
sprintf(msgtxt, " Total CPUs: %d", totalcpus);
rt_ui_message(MSG_0, msgtxt);
sprintf(msgtxt, " Total Speed: %f\n", totalspeed);
rt_ui_message(MSG_0, msgtxt);
}
rt_barrier_sync(); /* synchronize all nodes at this point */
stth=rt_timer_create();
rt_timer_start(stth); /* Time the preprocessing of the scene database */
rt_autoshader(scene); /* Adapt to the shading features needed at runtime */
/* Hierarchical grid ray tracing acceleration scheme */
if (scene->boundmode == RT_BOUNDING_ENABLED)
engrid_scene(scene, scene->boundthresh);
/* if any clipping groups exist, we have to use appropriate */
/* intersection testing logic */
if (scene->cliplist != NULL) {
scene->flags |= RT_SHADE_CLIPPING;
}
/* if there was a preexisting image, free it before continuing */
if (scene->imginternal && (scene->img != NULL)) {
free(scene->img);
scene->img = NULL;
}
/* Allocate a new image buffer if necessary */
if (scene->img == NULL) {
scene->imginternal = 1;
if (scene->verbosemode && scene->mynode == 0) {
rt_ui_message(MSG_0, "Allocating Image Buffer.");
}
/* allocate the image buffer accordinate to pixel format */
if (scene->imgbufformat == RT_IMAGE_BUFFER_RGB24) {
scene->img = malloc(scene->hres * scene->vres * 3);
} else if (scene->imgbufformat == RT_IMAGE_BUFFER_RGB96F) {
scene->img = malloc(sizeof(float) * scene->hres * scene->vres * 3);
} else {
rt_ui_message(MSG_0, "Illegal image buffer format specifier!");
}
if (scene->img == NULL) {
scene->imginternal = 0;
rt_ui_message(MSG_0, "Warning: Failed To Allocate Image Buffer!");
}
}
/* if any threads are leftover from a previous scene, and the */
/* scene has changed significantly, we have to collect, and */
/* respawn the worker threads, since lots of things may have */
/* changed which would affect them. */
destroy_render_threads(scene);
create_render_threads(scene);
/* allocate and initialize persistent scanline receive buffers */
/* which are used by the parallel message passing code. */
scene->parbuf = rt_init_scanlinereceives(scene);
/* the scene has been successfully prepared for rendering */
/* unless it gets modified in certain ways, we don't need to */
/* pre-process it ever again. */
scene->scenecheck = 0;
rt_timer_stop(stth); /* Preprocessing is finished, stop timing */
runtime=rt_timer_time(stth);
rt_timer_destroy(stth);
/* Print out relevent timing info */
if (scene->mynode == 0) {
char msgtxt[256];
sprintf(msgtxt, "Preprocessing Time: %10.4f seconds",runtime);
rt_ui_message(MSG_0, msgtxt);
}
}
/*
* Save the rendered image to disk.
*/
static void renderio(scenedef * scene) {
flt iotime;
char msgtxt[256];
rt_timerhandle ioth; /* I/O timer handle */
ioth=rt_timer_create();
rt_timer_start(ioth);
if (scene->imgbufformat == RT_IMAGE_BUFFER_RGB96F) {
if (scene->imgprocess & RT_IMAGE_NORMALIZE) {
normalize_rgb96f(scene->hres, scene->vres, (float *) scene->img);
rt_ui_message(MSG_0, "Post-processing: normalizing pixel values.");
}
if (scene->imgprocess & RT_IMAGE_GAMMA) {
gamma_rgb96f(scene->hres, scene->vres, (float *) scene->img,
scene->imggamma);
rt_ui_message(MSG_0, "Post-processing: gamma correcting pixel values.");
}
} else if (scene->imgbufformat == RT_IMAGE_BUFFER_RGB24) {
if (scene->imgprocess & (RT_IMAGE_NORMALIZE | RT_IMAGE_GAMMA))
rt_ui_message(MSG_0, "Can't post-process 24-bit integer image data");
}
/* support cropping of output images for SPECMPI benchmarks */
if (scene->imgcrop.cropmode == RT_CROP_DISABLED) {
writeimage(scene->outfilename, scene->hres, scene->vres,
scene->img, scene->imgbufformat, scene->imgfileformat);
} else {
/* crop image before writing if necessary */
if (scene->imgbufformat == RT_IMAGE_BUFFER_RGB96F) {
float *imgcrop;
imgcrop = image_crop_rgb96f(scene->hres, scene->vres, scene->img,
scene->imgcrop.xres, scene->imgcrop.yres,
scene->imgcrop.xstart, scene->imgcrop.ystart);
writeimage(scene->outfilename, scene->imgcrop.xres, scene->imgcrop.yres,
imgcrop, scene->imgbufformat, scene->imgfileformat);
free(imgcrop);
} else if (scene->imgbufformat == RT_IMAGE_BUFFER_RGB24) {
unsigned char *imgcrop;
imgcrop = image_crop_rgb24(scene->hres, scene->vres, scene->img,
scene->imgcrop.xres, scene->imgcrop.yres,
scene->imgcrop.xstart, scene->imgcrop.ystart);
writeimage(scene->outfilename, scene->imgcrop.xres, scene->imgcrop.yres,
imgcrop, scene->imgbufformat, scene->imgfileformat);
free(imgcrop);
}
}
rt_timer_stop(ioth);
iotime = rt_timer_time(ioth);
rt_timer_destroy(ioth);
sprintf(msgtxt, " Image I/O Time: %10.4f seconds", iotime);
rt_ui_message(MSG_0, msgtxt);
}
/*
* Render the scene
*/
void renderscene(scenedef * scene) {
flt runtime;
rt_timerhandle rtth; /* render time timer handle */
/* if certain key aspects of the scene parameters have been changed */
/* since the last frame rendered, or when rendering the scene the */
/* first time, various setup, initialization and memory allocation */
/* routines need to be run in order to prepare for rendering. */
if (scene->scenecheck)
rendercheck(scene);
if (scene->mynode == 0)
rt_ui_progress(0); /* print 0% progress at start of rendering */
/*
* Core Ray Tracing Code
*
* Ideally, as little as possible other than this code should be
* executed for rendering a frame. Most if not all memory allocations
* should be done outside of the core code, and all setup should be
* done outside of here. This will give the best speed when rendering
* walk-throughs and similar things.
*/
rtth=rt_timer_create(); /* create/init rendering timer */
rt_timer_start(rtth); /* start ray tracing timer */
camera_init(scene); /* Initialize all aspects of camera system */
#if defined(MPI) && defined(THR)
/* reset the rows counter for this frame */
rt_atomic_int_set(((thr_parms *) scene->threadparms)[0].rowsdone, 0);
#endif
#ifdef THR
/* if using threads, wake up the child threads... */
rt_thread_barrier(((thr_parms *) scene->threadparms)[0].runbar, 1);
#endif
#ifdef MPI
/* if using message passing, start persistent receives */
rt_start_scanlinereceives(scene->parbuf); /* start scanline receives */
#endif
/* Actually Ray Trace The Image */
thread_trace(&((thr_parms *) scene->threadparms)[0]);
#ifdef MPI
rt_waitscanlines(scene->parbuf); /* wait for all scanlines to recv/send */
#endif
rt_timer_stop(rtth); /* stop timer for ray tracing runtime */
runtime=rt_timer_time(rtth);
rt_timer_destroy(rtth);
/*
* End of Core Ray Tracing Code
*
* Anything after here should be UI, tear-down, or reset code
*
*/
if (scene->mynode == 0) {
char msgtxt[256];
rt_ui_progress(100); /* print 100% progress when finished rendering */
sprintf(msgtxt, "\n Ray Tracing Time: %10.4f seconds", runtime);
rt_ui_message(MSG_0, msgtxt);
if (scene->writeimagefile)
renderio(scene);
}
} /* end of renderscene() */
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