--User changes

-Add support for multiple GPU devices.
  --These options are present in the command line and in Fractorium.
 -Change scheme of specifying devices from platform,device to just total device index.
  --Single number on the command line.
  --Change from combo boxes for device selection to a table of all devices in Fractorium.
 -Temporal samples defaults to 100 instead of 1000 which was needless overkill.

--Bug fixes
 -EmberAnimate, EmberRender, FractoriumSettings, FinalRenderDialog: Fix wrong order of arguments to Clamp() when assigning thread priority.
 -VariationsDC.h: Fix NVidia OpenCL compilation error in DCTriangleVariation.
 -FractoriumXformsColor.cpp: Checking for null pixmap pointer is not enough, must also check if the underlying buffer is null via call to QPixmap::isNull().

--Code changes
 -Ember.h: Add case for FLAME_MOTION_NONE and default in ApplyFlameMotion().
 -EmberMotion.h: Call base constructor.
 -EmberPch.h: #pragma once only on Windows.
 -EmberToXml.h:
  --Handle different types of exceptions.
  --Add default cases to ToString().
 -Isaac.h: Remove unused variable in constructor.
 -Point.h: Call base constructor in Color().
 -Renderer.h/cpp:
  --Add bool to Alloc() to only allocate memory for the histogram. Needed for multi-GPU.
  --Make CoordMap() return a const ref, not a pointer.
 -SheepTools.h:
  --Use 64-bit types like the rest of the code already does.
  --Fix some comment misspellings.
 -Timing.h: Make BeginTime(), EndTime(), ElapsedTime() and Format() be const functions.
 -Utils.h:
  --Add new functions Equal() and Split().
  --Handle more exception types in ReadFile().
  --Get rid of most legacy blending of C and C++ argument parsing.
 -XmlToEmber.h:
  --Get rid of most legacy blending of C and C++ code from flam3.
  --Remove some unused variables.
 -EmberAnimate:
  --Support multi-GPU processing that alternates full frames between devices.
  --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option.
  --Remove bucketT template parameter, and hard code float in its place.
  --If a render fails, exit since there is no point in continuing an animation with a missing frame.
  --Pass variables to threaded save better, which most likely fixes a very subtle bug that existed before.
  --Remove some unused variables.
 -EmberGenome, EmberRender:
  --Support multi-GPU processing that alternates full frames between devices.
  --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option.
  --Remove bucketT template parameter, and hard code float in its place.
 -EmberRender:
  --Support multi-GPU processing that alternates full frames between devices.
  --Use OpenCLInfo instead of OpenCLWrapper for --openclinfo option.
  --Remove bucketT template parameter, and hard code float in its place.
  --Only print values when not rendering with OpenCL, since they're always 0 in that case.
 -EmberCLPch.h:
  --#pragma once only on Windows.
  --#include <atomic>.
 -IterOpenCLKernelCreator.h: Add new kernel for summing two histograms. This is needed for multi-GPU.
 -OpenCLWrapper.h:
  --Move all OpenCL info related code into its own class OpenCLInfo.
  --Add members to cache the values of global memory size and max allocation size.
 -RendererCL.h/cpp:
  --Redesign to accomodate multi-GPU.
  --Constructor now takes a vector of devices.
  --Remove DumpErrorReport() function, it's handled in the base.
  --ClearBuffer(), ReadPoints(), WritePoints(), ReadHist() and WriteHist() now optionally take a device index as a parameter.
  --MakeDmap() override and m_DmapCL member removed because it no longer applies since the histogram is always float since the last commit.
  --Add new function SumDeviceHist() to sum histograms from two devices by first copying to a temporary on the host, then a temporary on the device, then summing.
  --m_Calls member removed, as it's now per-device.
  --OpenCLWrapper removed.
  --m_Seeds member is now a vector of vector of seeds, to accomodate a separate and different array of seeds for each device.
  --Added member m_Devices, a vector of unique_ptr of RendererCLDevice.
 -EmberCommon.h
  --Added Devices() function to convert from a vector of device indices to a vector of platform,device indices.
  --Changed CreateRenderer() to accept a vector of devices to create a single RendererCL which will split work across multiple devices.
  --Added CreateRenderers() function to accept a vector of devices to create multiple RendererCL, each which will render on a single device.
  --Add more comments to some existing functions.
 -EmberCommonPch.h: #pragma once only on Windows.
 -EmberOptions.h:
  --Remove --platform option, it's just sequential device number now with the --device option.
  --Make --out be OPT_USE_RENDER instead of OPT_RENDER_ANIM since it's an error condition when animating. It makes no sense to write all frames to a single image.
  --Add Devices() function to parse comma separated --device option string and return a vector of device indices.
  --Make int and uint types be 64-bit, so intmax_t and size_t.
  --Make better use of macros.
 -JpegUtils.h: Make string parameters to WriteJpeg() and WritePng() be const ref.
 -All project files: Turn off buffer security check option in Visual Studio (/Gs-)
 -deployment.pri: Remove the line OTHER_FILES +=, it's pointless and was causing problems.
 -Ember.pro, EmberCL.pro: Add CONFIG += plugin, otherwise it wouldn't link.
 -EmberCL.pro: Add new files for multi-GPU support.
 -build_all.sh: use -j4 and QMAKE=${QMAKE:/usr/bin/qmake}
 -shared_settings.pri:
  -Add version string.
  -Remove old DESTDIR definitions.
  -Add the following lines or else nothing would build:
   CONFIG(release, debug|release) {
    CONFIG += warn_off
    DESTDIR = ../../../Bin/release
   }

   CONFIG(debug, debug|release) {
    DESTDIR = ../../../Bin/debug
   }

   QMAKE_POST_LINK += $$quote(cp --update ../../../Data/flam3-palettes.xml $${DESTDIR}$$escape_expand(\n\t))
   LIBS += -L/usr/lib -lpthread
 -AboutDialog.ui: Another futile attempt to make it look correct on Linux.
 -FinalRenderDialog.h/cpp:
  --Add support for multi-GPU.
  --Change from combo boxes for device selection to a table of all devices.
  --Ensure device selection makes sense.
  --Remove "FinalRender" prefix of various function names, it's implied given the context.
 -FinalRenderEmberController.h/cpp:
  --Add support for multi-GPU.
  --Change m_FinishedImageCount to be atomic.
  --Move CancelRender() from the base to FinalRenderEmberController<T>.
  --Refactor RenderComplete() to omit any progress related functionality or image saving since it can be potentially ran in a thread.
  --Consolidate setting various renderer fields into SyncGuiToRenderer().
 -Fractorium.cpp: Allow for resizing of the options dialog to show the entire device table.
 -FractoriumCommon.h: Add various functions to handle a table showing the available OpenCL devices on the system.
 -FractoriumEmberController.h/cpp: Remove m_FinalImageIndex, it's no longer needed.
 -FractoriumRender.cpp: Scale the interactive sub batch count and quality by the number of devices used.
 -FractoriumSettings.h/cpp:
  --Temporal samples defaults to 100 instead of 1000 which was needless overkill.
  --Add multi-GPU support, remove old device,platform pair.
 -FractoriumToolbar.cpp: Disable OpenCL toolbar button if there are no devices present on the system.
 -FractoriumOptionsDialog.h/cpp:
  --Add support for multi-GPU.
  --Consolidate more assignments in DataToGui().
  --Enable/disable CPU/OpenCL items in response to OpenCL checkbox event.
 -Misc: Convert almost everything to size_t for unsigned, intmax_t for signed.
This commit is contained in:
mfeemster
2015-09-12 18:33:45 -07:00
parent a4aae06b02
commit 018ba26b5f
85 changed files with 3869 additions and 2517 deletions

View File

@ -78,8 +78,7 @@ void FractoriumEmberControllerBase::Shutdown()
/// </summary>
void FractoriumEmberControllerBase::ClearFinalImages()
{
Memset(m_FinalImage[0]);
Memset(m_FinalImage[1]);
Memset(m_FinalImage);
//Unsure if we should also call RendererCL::ClearFinal() as well. At the moment it seems unnecessary.
}
@ -114,48 +113,42 @@ void FractoriumEmberControllerBase::DeleteRenderer()
/// <summary>
/// Save the current render results to a file.
/// This could benefit from QImageWriter, however it's compression capabilities are
/// This could benefit from QImageWriter, however its compression capabilities are
/// severely lacking. A Png file comes out larger than a bitmap, so instead use the
/// Png and Jpg wrapper functions from the command line programs.
/// This will embed the id, url and nick fields from the options in the image comments.
/// </summary>
/// <param name="filename">The full path and filename</param>
void FractoriumEmberControllerBase::SaveCurrentRender(const QString& filename, bool forcePull)
/// <param name="comments">The comments to save in the png or jpg</param>
/// <param name="pixels">The buffer containing the pixels</param>
/// <param name="width">The width in pixels of the image</param>
/// <param name="height">The height in pixels of the image</param>
/// <param name="channels">The number of channels, 3 or 4.</param>
/// <param name="bpc">The bytes per channel, almost always 1.</param>
void FractoriumEmberControllerBase::SaveCurrentRender(const QString& filename, const EmberImageComments& comments, vector<byte>& pixels, size_t width, size_t height, size_t channels, size_t bpc)
{
if (filename != "")
{
bool b = false;
uint i, j;
uint width = m_Renderer->FinalRasW();
uint height = m_Renderer->FinalRasH();
byte* data = nullptr;
vector<byte> vecRgb;
QFileInfo fileInfo(filename);
QString suffix = fileInfo.suffix();
FractoriumSettings* settings = m_Fractorium->m_Settings;
RendererCLBase* rendererCL = dynamic_cast<RendererCLBase*>(m_Renderer.get());
if (forcePull && rendererCL && m_Renderer->PrepFinalAccumVector(m_FinalImage[m_FinalImageIndex]))
{
if (!rendererCL->ReadFinal(m_FinalImage[m_FinalImageIndex].data()))
{
m_Fractorium->ShowCritical("GPU Read Error", "Could not read image from the GPU, aborting image save.", true);
return;
}
}
//Ensure dimensions are valid.
if (m_FinalImage[m_FinalImageIndex].size() < (width * height * m_Renderer->NumChannels() * m_Renderer->BytesPerChannel()))
if (pixels.size() < (width * height * channels * bpc))
{
m_Fractorium->ShowCritical("Save Failed", "Dimensions didn't match, not saving.", true);
return;
}
data = m_FinalImage[m_FinalImageIndex].data();//Png and channels == 4.
data = pixels.data();//Png and channels == 4.
if ((suffix == "jpg" || suffix == "bmp") && m_Renderer->NumChannels() == 4)
if ((suffix == "jpg" || suffix == "bmp") && channels)
{
RgbaToRgb(m_FinalImage[m_FinalImageIndex], vecRgb, width, height);
RgbaToRgb(pixels, vecRgb, width, height);
data = vecRgb.data();
}
@ -164,7 +157,6 @@ void FractoriumEmberControllerBase::SaveCurrentRender(const QString& filename, b
string id = settings->Id().toStdString();
string url = settings->Url().toStdString();
string nick = settings->Nick().toStdString();
EmberImageComments comments = m_Renderer->ImageComments(m_Stats, 0, false, true);
if (suffix == "png")
b = WritePng(s.c_str(), data, width, height, 1, true, comments, id, url, nick);
@ -369,14 +361,14 @@ bool FractoriumEmberController<T>::Render()
if (ProcessState() != ACCUM_DONE)
{
//if (m_Renderer->Run(m_FinalImage, 0) == RENDER_OK)//Full, non-incremental render for debugging.
if (m_Renderer->Run(m_FinalImage[m_FinalImageIndex], 0, m_SubBatchCount, (iterBegin || m_Fractorium->m_Settings->ContinuousUpdate())) == RENDER_OK)//Force output on iterBegin or if the settings specify to always do it.
if (m_Renderer->Run(m_FinalImage, 0, m_SubBatchCount, (iterBegin || m_Fractorium->m_Settings->ContinuousUpdate())) == RENDER_OK)//Force output on iterBegin or if the settings specify to always do it.
{
//The amount to increment sub batch while rendering proceeds is purely empirical.
//Change later if better values can be derived/observed.
if (m_Renderer->RendererType() == OPENCL_RENDERER)
{
if (m_SubBatchCount < 3)//More than 3 with OpenCL gives a sluggish UI.
m_SubBatchCount++;
if (m_SubBatchCount < (4 * m_Devices.size()))//More than 3 with OpenCL gives a sluggish UI.
m_SubBatchCount += m_Devices.size();
}
else
{
@ -445,7 +437,7 @@ bool FractoriumEmberController<T>::Render()
//Update it on finish because the rendering process is completely done.
if (iterBegin || ProcessState() == ACCUM_DONE)
{
if (m_FinalImage[m_FinalImageIndex].size() == m_Renderer->FinalBufferSize())//Make absolutely sure the correct amount of data is passed.
if (m_FinalImage.size() == m_Renderer->FinalBufferSize())//Make absolutely sure the correct amount of data is passed.
gl->update();
//gl->repaint();
@ -504,19 +496,17 @@ bool FractoriumEmberController<T>::Render()
/// Rendering will be left in a stopped state. The caller is responsible for restarting the render loop again.
/// </summary>
/// <param name="renderType">The type of render to create</param>
/// <param name="platform">The index platform of the platform to use</param>
/// <param name="device">The index device of the device to use</param>
/// <param name="outputTexID">The texture ID of the shared OpenGL texture if shared</param>
/// <param name="devices">The platform,device index pairs of the devices to use</param>
/// <param name="shared">True if shared with OpenGL, else false. Default: true.</param>
/// <returns>True if nothing went wrong, else false.</returns>
template <typename T>
bool FractoriumEmberController<T>::CreateRenderer(eRendererType renderType, uint platform, uint device, bool shared)
bool FractoriumEmberController<T>::CreateRenderer(eRendererType renderType, const vector<pair<size_t, size_t>>& devices, bool shared)
{
bool ok = true;
FractoriumSettings* s = m_Fractorium->m_Settings;
GLWidget* gl = m_Fractorium->ui.GLDisplay;
if (!m_Renderer.get() || (m_Renderer->RendererType() != renderType) || (m_Platform != platform) || (m_Device != device))
if (!m_Renderer.get() || (m_Renderer->RendererType() != renderType) || !Equal(m_Devices, devices))
{
EmberReport emberReport;
vector<string> errorReport;
@ -524,13 +514,12 @@ bool FractoriumEmberController<T>::CreateRenderer(eRendererType renderType, uint
DeleteRenderer();//Delete the renderer and refresh the textures.
//Before starting, must take care of allocations.
gl->Allocate(true);//Forcing a realloc of the texture is necessary on AMD, but not on nVidia.
m_Renderer = unique_ptr<EmberNs::RendererBase>(::CreateRenderer<T, float>(renderType, platform, device, shared, gl->OutputTexID(), emberReport));//Always make bucket type float.
m_Renderer = unique_ptr<EmberNs::RendererBase>(::CreateRenderer<T>(renderType, devices, shared, gl->OutputTexID(), emberReport));//Always make bucket type float.
errorReport = emberReport.ErrorReport();
if (errorReport.empty())
{
m_Platform = platform;//Store values for re-creation later on.
m_Device = device;
m_Devices = devices;
m_OutputTexID = gl->OutputTexID();
m_Shared = shared;
}
@ -548,11 +537,13 @@ bool FractoriumEmberController<T>::CreateRenderer(eRendererType renderType, uint
if (m_RenderType == OPENCL_RENDERER)
{
m_Fractorium->m_QualitySpin->DoubleClickZero(30);
m_Fractorium->m_QualitySpin->DoubleClickNonZero(30);
auto val = 30 * m_Fractorium->m_Settings->Devices().size();
if (m_Fractorium->m_QualitySpin->value() < 30)
m_Fractorium->m_QualitySpin->setValue(30);
m_Fractorium->m_QualitySpin->DoubleClickZero(val);
m_Fractorium->m_QualitySpin->DoubleClickNonZero(val);
if (m_Fractorium->m_QualitySpin->value() < val)
m_Fractorium->m_QualitySpin->setValue(val);
}
else
{
@ -618,12 +609,11 @@ void Fractorium::ShutdownAndRecreateFromOptions()
bool Fractorium::CreateRendererFromOptions()
{
bool ok = true;
bool useOpenCL = m_Wrapper.CheckOpenCL() && m_Settings->OpenCL();
bool useOpenCL = m_Info.Ok() && m_Settings->OpenCL();
auto v = Devices(m_Settings->Devices());
//The most important option to process is what kind of renderer is desired, so do it first.
if (!m_Controller->CreateRenderer(useOpenCL ? OPENCL_RENDERER : CPU_RENDERER,
m_Settings->PlatformIndex(),
m_Settings->DeviceIndex()))
if (!m_Controller->CreateRenderer((useOpenCL && !v.empty()) ? OPENCL_RENDERER : CPU_RENDERER, v))
{
//If using OpenCL, will only get here if creating RendererCL failed, but creating a backup CPU Renderer succeeded.
ShowCritical("Renderer Creation Error", "Error creating renderer, most likely a GPU problem. Using CPU instead.");