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.
This commit is contained in:
Sergey Sharybin 2014-12-05 21:00:05 +05:00
parent 0b67102bd6
commit 716890e864
1 changed files with 19 additions and 17 deletions

View File

@ -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)