[Bf-blender-cvs] [716890e] master: Cycles: Early output from Scene::device_update when device error occurs
Sergey Sharybin
noreply at git.blender.org
Fri Dec 5 18:15:54 CET 2014
Commit: 716890e864b3730386a526703f4401a697de047a
Author: Sergey Sharybin
Date: Fri Dec 5 21:00:05 2014 +0500
Branches: master
https://developer.blender.org/rB716890e864b3730386a526703f4401a697de047a
Cycles: Early output from Scene::device_update when device error occurs
This way for example we wouldn't wait a fortune while BVH is building after
GPU run out of memory when loading images just to see the render failure
message.
===================================================================
M intern/cycles/render/scene.cpp
===================================================================
diff --git a/intern/cycles/render/scene.cpp b/intern/cycles/render/scene.cpp
index 3662c29..ccb03ea 100644
--- a/intern/cycles/render/scene.cpp
+++ b/intern/cycles/render/scene.cpp
@@ -153,81 +153,83 @@ void Scene::device_update(Device *device_, Progress& progress)
progress.set_status("Updating Shaders");
shader_manager->device_update(device, &dscene, this, progress);
- if(progress.get_cancel()) return;
+ if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Images");
image_manager->device_update(device, &dscene, progress);
- if(progress.get_cancel()) return;
+ if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Background");
background->device_update(device, &dscene, this);
- if(progress.get_cancel()) return;
+ if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Objects");
object_manager->device_update(device, &dscene, this, progress);
- if(progress.get_cancel()) return;
+ if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Meshes");
mesh_manager->device_update(device, &dscene, this, progress);
- if(progress.get_cancel()) return;
+ if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Objects Flags");
object_manager->device_update_flags(device, &dscene, this, progress);
- if(progress.get_cancel()) return;
+ if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Hair Systems");
curve_system_manager->device_update(device, &dscene, this, progress);
- if(progress.get_cancel()) return;
+ if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Lookup Tables");
lookup_tables->device_update(device, &dscene);
- if(progress.get_cancel()) return;
+ if(progress.get_cancel() || device->have_error()) return;
/* TODO(sergey): Make sure camera is not needed above. */
progress.set_status("Updating Camera");
camera->device_update(device, &dscene, this);
- if(progress.get_cancel()) return;
+ if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Lights");
light_manager->device_update(device, &dscene, this, progress);
- if(progress.get_cancel()) return;
+ if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Particle Systems");
particle_system_manager->device_update(device, &dscene, this, progress);
- if(progress.get_cancel()) return;
+ if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Film");
film->device_update(device, &dscene, this);
- if(progress.get_cancel()) return;
+ if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Integrator");
integrator->device_update(device, &dscene, this);
- if(progress.get_cancel()) return;
+ if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Lookup Tables");
lookup_tables->device_update(device, &dscene);
- if(progress.get_cancel()) return;
+ if(progress.get_cancel() || device->have_error()) return;
progress.set_status("Updating Baking");
bake_manager->device_update(device, &dscene, this, progress);
- if(progress.get_cancel()) return;
+ if(progress.get_cancel() || device->have_error()) return;
- progress.set_status("Updating Device", "Writing constant memory");
- device->const_copy_to("__data", &dscene.data, sizeof(dscene.data));
+ if(device->have_error() == false) {
+ progress.set_status("Updating Device", "Writing constant memory");
+ device->const_copy_to("__data", &dscene.data, sizeof(dscene.data));
+ }
}
Scene::MotionType Scene::need_motion(bool advanced_shading)
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