1
1

Fix T96880: viewport render animation hangs Blender

Isolate frame writing task so that multithreaded image operations don't cause
the thread to start writing another frame. If that happens we may reach the
MAX_SCHEDULED_FRAMES limit, and cause the render thread and writing threads to
deadlock waiting for each other.

Additionally, don't set task priority to low because this may cause the task
scheduler to be slow in scheduling the write and color management tasks.
This commit is contained in:
2022-04-29 16:26:51 +02:00
parent 281bcc1c1d
commit 5b2a6b6ebb
3 changed files with 26 additions and 5 deletions

View File

@@ -54,6 +54,18 @@ if(WITH_FREESTYLE)
add_definitions(-DWITH_FREESTYLE)
endif()
if(WITH_TBB)
list(APPEND INC_SYS
${TBB_INCLUDE_DIRS}
)
add_definitions(-DWITH_TBB)
if(WIN32)
# TBB includes Windows.h which will define min/max macros
# that will collide with the stl versions.
add_definitions(-DNOMINMAX)
endif()
endif()
blender_add_lib(bf_editor_render "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")
# RNA_prototypes.h

View File

@@ -16,6 +16,7 @@
#include "BLI_math.h"
#include "BLI_math_color_blend.h"
#include "BLI_task.h"
#include "BLI_task.hh"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "DNA_camera_types.h"
@@ -852,10 +853,10 @@ static bool screen_opengl_render_init(bContext *C, wmOperator *op)
}
if (BKE_imtype_is_movie(scene->r.im_format.imtype)) {
oglrender->task_pool = BLI_task_pool_create_background_serial(oglrender, TASK_PRIORITY_LOW);
oglrender->task_pool = BLI_task_pool_create_background_serial(oglrender, TASK_PRIORITY_HIGH);
}
else {
oglrender->task_pool = BLI_task_pool_create(oglrender, TASK_PRIORITY_LOW);
oglrender->task_pool = BLI_task_pool_create(oglrender, TASK_PRIORITY_HIGH);
}
oglrender->pool_ok = true;
BLI_spin_init(&oglrender->reports_lock);
@@ -1018,10 +1019,9 @@ struct WriteTaskData {
Scene tmp_scene;
};
static void write_result_func(TaskPool *__restrict pool, void *task_data_v)
static void write_result(TaskPool *__restrict pool, WriteTaskData *task_data)
{
OGLRender *oglrender = (OGLRender *)BLI_task_pool_user_data(pool);
WriteTaskData *task_data = (WriteTaskData *)task_data_v;
Scene *scene = &task_data->tmp_scene;
RenderResult *rr = task_data->rr;
const bool is_movie = BKE_imtype_is_movie(scene->r.im_format.imtype);
@@ -1095,6 +1095,15 @@ static void write_result_func(TaskPool *__restrict pool, void *task_data_v)
BLI_mutex_unlock(&oglrender->task_mutex);
}
static void write_result_func(TaskPool *__restrict pool, void *task_data_v)
{
/* Isolate task so that multithreaded image operations don't cause this thread to start
* writing another frame. If that happens we may reach the MAX_SCHEDULED_FRAMES limit,
* and cause the render thread and writing threads to deadlock waiting for each other. */
WriteTaskData *task_data = (WriteTaskData *)task_data_v;
blender::threading::isolate_task([&] { write_result(pool, task_data); });
}
static bool schedule_write_result(OGLRender *oglrender, RenderResult *rr)
{
if (!oglrender->pool_ok) {

View File

@@ -368,7 +368,7 @@ void IMB_processor_apply_threaded(
int total_tasks = (buffer_lines + lines_per_task - 1) / lines_per_task;
int i, start_line;
task_pool = BLI_task_pool_create(do_thread, TASK_PRIORITY_LOW);
task_pool = BLI_task_pool_create(do_thread, TASK_PRIORITY_HIGH);
handles = MEM_callocN(handle_size * total_tasks, "processor apply threaded handles");